Jibachi (Shinobi World Supplement)
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Jibachi[edit]
Medium humanoid (Kamizuru), chaotic good Armor Class 16 (Natural Armor)
Saving Throws Int +6, Wis +4 Chakra. Jibachi has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Jibachi is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. Ninja Speed. Jibachi can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Hive Body. When Jibachi casts a jutsu, he may cast it from his space or any of his swarms' spaces. Jibachi's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Jibachi takes the Attack action, they may make attacks as well. These attacks count as Jibachi's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Jibachi's jutsu save DC (14). Their bites count as unarmed strikes for all of Jibachi's features and jutsu except his unarmed strike damage die. Additionally, Jibachi may communicate telepathically with his swarms. ACTIONSMultiattack. Jibachi can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Jibachi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit. Floating Bugs (3 Chakra). As a bonus action, Jibachi may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute. Create Swarm (4+ Chakra). As an action or bonus action, Jibachi creates one swarm of bees anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 3 hit points (8 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly. Destroy Swarm. One swarm Jibachi created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have. Split Swarm. As a bonus action, Jibachi splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action. Honey Creation (5 Chakra). Jibachi creates 1 day's worth of food in honey for up to 4 Medium creatures. Human Cocoon (3+ Chakra). Jibachi creates a cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon. Insect Repellant (15 Chakra). While Jibachi has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (55 total) for 1 minute. Jibachi may end this jutsu early as an action. Secret Technique: Insect Gathering (9 Chakra). Jibachi becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings. Bee Bomb (5 Chakra). One of Jibachi swarms can not trigger paper seals for 1 minute (concentration), and Jibachi may put up to 3 explosive seals on one swarm for every 5 feet it occupies. Transformation (1+ Chakra). Jibachi becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check to realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Body Flicker (3 Chakra). Jibachi's movement speed doubles, and his movement does not provoke attacks of opportunity. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Jibachi can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round. Explosive Seal (1+ Chakra). Jibachi creates an explosive seal on one surface he can touch.
Transparent Escape (6 Chakra). Jibachi becomes invisible until the end of his next turn. REACTIONSSubstitution (3+ Chakra). When Jibachi is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place, and he takes any remaining damage from that attack. Jibachi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Grandson of the First Tsuchikage, Jibachi is one of the last surviving members of the Kamizuru clan after their exile. In order to redeem his clan and prove his superiority to the Aburame clan, he and his family sought out the reclusive bikochu, though they were ultimately stopped by the Hidden Leaf Village's Bikochu Search Team. Due to their failure, they remained in exile. |
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