Kabuto, Orochi (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Kabuto Yakushi[edit]

Medium humanoid (Yakushi), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 94 (21d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Dex +9, Cha +6
Skills Acrobatics +9, Deception +6, History +11, Insight +7, Perception +7, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 20 (25,000 XP)


Chakra. Kabuto has 48 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kabuto 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.

Ninja Speed. Kabuto can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

White Snake. Kabuto counts as one size smaller while squeezing.

Black Chakra. Some of Kabuto's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Kabuto can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Kabuto has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

ACTIONS

Multiattack. Kabuto can make 4 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 35/65 ft., one target. Hit: 5 (1d4 + 3) 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.

Cursed Mark. As a bonus action, Kabuto gains the following until he ends this effect as an action:

  • Kabuto's maximum hit points are decreased by 1 ((1d4 + 1) / 2) at the end of each of his turns, and he gains twice as many black chakra points. Kabuto's hit point maximum returns to normal at the end of a long rest.
  • Kabuto's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attacks and DCs are increased by +1.

Second Stage. While Cursed Mark is active, Kabuto gains the following:

  • Kabuto's maximum hit points are decreased by a total of 2 ((1d4 + 3) / 2) at the end of each of his turns, and he gains twice as many black chakra points. Kabuto's hit point maximum returns to normal at the end of a long rest.
  • Kabuto's Intelligence increases by 2 to a maximum of 26, and thus any jutsu attacks and DCs are increased by +1 (+2 total).
  • Kabuto gains Strange Transmission Distant Shadow.

Sage Transformation. While Second Stage is active, Kabuto gains the following:

  • Kabuto's maximum hit points are decreased by a total of 3 ((1d4 + 5) / 2) at the end of each of his turns, and he gains twice as many black chakra points. Kabuto's hit point maximum returns to normal at the end of a long rest.
  • Kabuto gains 120 feet of truesight, and can not be effected by illusions or visual genjutsu or become blinded.

Complete Sage Transformation (Recharge 5-6). As a bonus action, while Sage Transformation is active, he may reduce any effect reducing his maximum hit points by 5 (2d4) or convert 5 (2d4) black chakra into regular chakra.

Sage Art: Inorganic Reincarnation (20 Chakra). While Sage Transformation is active, Kabuto's surroundings in a 30 ft. radius up to 30 ft. away are brought to life for 1 hour (concentration). While this jutsu is active, he is aware of anything that occurs within this area, and may make unarmed strikes as if he were anywhere within this area that either have advantage or deal twice as much damage. These surroundings have 40 hit points, and AC equal to Kabuto's. If the surroundings are dropped to 0 hit points, this jutsu ends.

Sage Art: White Rage (30+ Chakra). While Sage Transformation is active, any creatures in a 60 ft. radius up to 120 ft. from Kabuto must attempt a DC 19 Constitution saving throw. On a failure, they are blinded, deafened, paralyzed, lose concentration on any jutsu or spells they are concentrating on, and take 15 (3d6 + 5) thunder damage. On a success, they are blinded, deafened, and take half as much damage. They must retry this saving throw at the beginning of each of your turns that they remain within this area. This jutsu lasts for 1 minute (concentration). Creatures effected by Sage Transformation, Sage Mode, Tenseigan Chakra Mode, or are immune to thunder damage automatically succeed this saving throw. Kabuto may move the area of this jutsu up to 120 feet to a new spot within range as a bonus action.

Transformation (1+ Chakra). Kabuto 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, and he can not recreate a magical effect. Creatures must make a DC 19 Investigation check 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). Kabuto's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kabuto 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.

Transparent Escape (6 Chakra). Kabuto becomes invisible until the end of his next turn.

Healing Jutsu (1+ Chakra). One creature Kabuto can touch regains a number of hit points equal to chakra spent up to 32 chakra points.

Chakra Control (4/Day). As a bonus action, Kabuto reduces his next jutsu's cost by 4.

Mystical Palm Jutsu. Kabuto has a pool of 17 d6s he can use on this action that are regained at the end of a long rest. As a bonus action, Kabuto can heal one creature he can see within 60 feet, spending up to 4 dice from the pool. He must roll the dice spent, add their rolls together, and restore a number of hit points equal to the total.

Body Pathway Derangement (5 Chakra). Melee Spell Attack: +11 to hit, reach 10 ft., one target. Hit: they become paralyzed for 1 minute. At the end of each of the target's turns, they may attempt a DC 19 Intelligence saving throw, ending this effect early on a success.

Surgical Precision (8 Chakra). For 1 minute (concentration), Kabuto's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 19 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, his choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.

Dead Soul (25 Chakra). Over the course of a 1 minute long surgery, Kabuto modifies one humanoid corpse he can touch. The corpse gains the following modifications for 24 hours:

  • It is Undead.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • Any creatures within 15 ft. of it may attempt a Perception check, smelling its rot on a success. Kabuto may spend 5 additional chakra to cause the corpse to produce no smell whatsoever.
  • If the corpse takes 5 or more damage, it loses the effects of this jutsu.
  • The corpse becomes statistically identical to Kabuto, save for not having its own pool of hit points or chakra.
  • As an action or bonus action for 5 chakra, Kabuto may control the corpse. While controlling the corpse, he can choose whether he or the corpse takes his action, bonus action, and/or reaction, and both he and the corpse can take their movement. If the corpse leaves the range of his movement speed, Kabuto lose control of it. While not controlled, the corpse becomes paralyzed.

Temple of Nirvana (32 Chakra). Any creatures of Kabuto's choice within a 100 ft. radius up to 155 ft. from Kabuto must make a DC 19 Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, Kabuto can end this effect on an individual creature.

Genjutsu Binding (10+ Chakra). One creature within 35 ft. must succeed a DC 19 Wisdom saving throw or become restrained for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect on a success. Kabuto may spend 3 additional chakra to put another target under this genjutsu.

Healing Bite (2+ Chakra). Kabuto takes 2 (1d4) + the target's Strength modifier piercing damage and they may force Kabuto to lose any number of chakra points, causing them to regain twice as many hit points.

Headhunter (6 Chakra). Kabuto gains a burrowing speed equal to his movement speed + 5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 19 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Multi Mud Wall (6+ Chakra). As a bonus action, Kabuto creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Kabuto may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 19 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 Gun (1 Chakra). Ranged Spell Attack: +11 to hit, range 25 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Dragon (15 Chakra). Kabuto forms a dragon from water within 65 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as him. It acts on his initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 3 (1d6) piercing damage
    • Claw deals 2 (1d4) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack with a +11 bonus. The target is pushed 40 ft. away and takes 40 (8d8 + 4) cold damage on a successful hit.

Impure World Reincarnation (15+ Chakra). Kabuto resurrects up to 5 creatures using Impure World Reincarnation.

Dance of the Seedling Fern (5+ Chakra). While Sage Transformation is active, Kabuto takes 5 (1d10) psychic damage, and every creature in a 15-foot radius, 50 ft. tall area around him must succeed a DC 19 Dexterity saving throw or take 41 (8d8 + 5) magical piercing damage. This jutsu's area counts as difficult terrain for any creatures without this jutsu. Kabuto may move at twice his movement speed inside this forest, and may move in any direction within it as if it were normal movement. Kabuto may increase this jutsu's radius by 10 ft. for every additional 5 chakra spent and 5 (1d10) psychic damage taken. After using this jutsu, he becomes stunned until the beginning of his next turn.

Genjutsu: Phantom Sound Chains (12 Chakra). One creature within 50 ft. must make a DC 19 Intelligence saving throw. On a failure, they are paralyzed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw.

Spider's Web Unrolling (20 Chakra). While Sage Transformation is active, Kabuto creates 6 balls of webbing. As a bonus action for 1 ball, he may force all creatures within a 15 ft. cone to attempt a DC 19 Strength saving throw. On a failure, they become restrained by webbing. Each creature's web has an AC of 18 and 35 hit points.

REACTIONS

Substitution (3+ Chakra). As a reaction when Kabuto is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Kabuto can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Orochimaru Style Substitution (3+ Chakra). When Kabuto is targeted by a saving throw and would take damage, he decreases the damage by 27 (2d6 + 20). Kabuto can reduce this damage by an additional 7 (2d6) points per chakra point spent over the initial cost.

Yin Healing Wound Destruction (8 Chakra). Immediately before Kabuto would take damage from a source he is aware of, he halves the damage taken.

Strange Transmission Distant Shadow (5 Chakra). When a creature within 10 ft. of Kabuto he can see uses a spell, jutsu, or feature with a resource cost while Second Stage is active, he copies it. While Second Stage is active, he may use features copied by this jutsu in the exact same manner, as long as he meets any prerequisites, using the One Currency System variant rule if it uses any resources other than chakra. Kabuto may have up to 7 features memorized at a time.

Multi Mud Wall (6+ Chakra). When Kabuto is targeted by an attack or Dexterity saving throw, he creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Kabuto may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Kabuto_war.png Kabuto_Yakushi_-_Sage_Mode.png
Kabuto in (above) and out (below) of his robe, [Sources].

Taking all of Orochimaru's research on kekkei genkai into his body following his master's death, Kabuto underwent a monstrous transformation, effectively becoming a newer, better Orochimaru. Awakening an army of reincarnations, Kabuto aligned himself with the Akatsuki like his old master, preemptively capturing Yamato and Anko Mitarashi for his own purposes. Later, as the Fourth Shinobi World War raged on, he was confronted by Sasuke and Itachi Uchiha, who trapped him within his own mind using Izanagi. Reliving the same events over and over, he eventually discovered who he truly was, escaping the technique. Returning to the battlefield, he healed Sasuke, who had recently been nearly killed by Madara Uchiha. Following the conclusion of the war, he decided to assist the Leaf Village orphanage he had grown up in. Following Shin Uchiha's death, Kabuto took on the sole duty of watching over his numerous clones.



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