Juzo Biwa (Shinobi World Supplement)
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Juzo Biwa[edit]
Medium humanoid (Biwa), chaotic evil Armor Class 17 (Natural Armor)
Saving Throws Dex +9, Int +8 Chakra. Juzo has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Juzo is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure. Afterglow. Once per turn when Juzo has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage. Terrifying. While frightened of Juzo by any means, creatures must attempt a DC 16 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action. Ninja Speed. Juzo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Favored Weapon. During initiative, Kubikiribōchō has a +11 to hit. If no other friendly creature has rolled for initiative, this is increased to +12. ACTIONSMultiattack. Juzo can make 3 unarmed strike, Kubikiribōchō, or kunai attacks. Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage. Kubikiribōchō. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) magical slashing damage. Broken Kubikiribōchō. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) magical slashing damage. Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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. Killing Intent. Any creatures of Juzo's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Juzo may do this once, regaining all uses at the end of a long rest. Juzo may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw. Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Juzo is proficient with against a restrained creature, he deals maximum damage and an additional 11 damage, and the target is no longer restrained. Dragon Tail Foot (3 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Juzo. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Juzo is proficient with. Flying Revolving Sword (2 Chakra). When Juzo makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain. Hidden Mist (7 Chakra). Juzo creates a 40 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft. Water Style Shadow Clone (5+ Chakra/Clone). Juzo creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Juzo. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Juzo controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Juzo dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Juzo regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Juzo, including equipment, features, and any effects affecting Juzo when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Juzo. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself. Great Waterfall Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 24 (3d12 + 4) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. Water Bullet (10 Chakra). Ranged Spell Attack: +9 to hit, range 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning and 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone. Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Juzo's choice. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Juzo's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Juzo gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage. Leaf Gust (8 Chakra). Juzo makes an unarmed strike against every creature within 5 ft.. Deadly Bite (1-4 Chakra). Juzo wields one light melee weapon in his mouth with no penalties. Juzo must spend 1 chakra at the beginning of each of his turns to maintain this effect. Juzo may increase this jutsu's use and maintenance cost by 1 to allow him to wield a non-light melee weapon, by 2 to allow him to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow him to wield a two-handed heavy melee weapon. REACTIONSKubikiribōchō Defense. Juzo gains +2 AC. On a miss, the attacker still rolls for damage. If the damage roll exceeds 20, Juzo and the attacker must make an Athletics contest. If Juzo fails, the blade shatters, dealing 4 (1d8) magical piercing damage to the attacker, and Juzo can't make Kubikiribōchō attacks until he successfully hits 3 Broken Kubikiribōchō attacks on creatures. Slicing Clear (2 Chakra). When Juzo is targeted by a saving throw that deals damage, he makes a Kubikiribōchō attack against its DC. On a hit, the damage he takes is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, Kubikiribōchō breaks, and he takes the damage one Kubikiribōchō attack. Substitution (3+ Chakra). When Juzo is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Juzo can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
The seventh strongest shinoboi in the Hidden Mist Village, not including the Mizukage, Juzo Biwa was gifted one of the legendary swords that had defended their village for generations, Kubikiribōchō. Being commanded by Fuguki Suikazan, he was deployed alongside Jinin Akebino, Kushimaru Kuriarare, Raiga Kurosuki, and Jinpachi Munashi during the Third Shinobi World War. On what was supposed to be a typical mission, he was sent to intercept Team Choza, comprised of its absent leader and the still-growing Might Guy, Ebisu, and Genma Shiranui. Before they could move in, Might Duy arrived, opening all Eight Gates and killing four of his comrades. Along with Raiga and Fuguki, Juzo was among the only survivors. Recognizing that the rising generation would seize his place as number seven, Juzo became a rogue nin, taking Kubikiribōchō, his only friend, with him. After a few years of mercenary work, he found his way to the Akatsuki, where Pain had him partnered with the other newest member, Itachi Uchiha. After a handful of missions, he was forced to return to the Hidden Mist for a particularly well paying job. Easily completing the mission, he was tailed by not only a team of hunter-nin, but by Yagura Karatachi himself. While able to take down the jonin, Juzo was nearly killed when a tailed beast bomb from Yagura in his Tailed Release split his sword in half, with the upper half pining him to a tree. Cursing that he would die in the land he hated, but being thankful it could be with his blade, and that Itachi's Amaterasu could incapacitate the Mizukage. |
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