Kabuto (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 18 (Natural Armor)
Hit Points 72 (16d8)
Speed 65 ft.

14 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +8, Cha +5
Skills Acrobatics +8, Deception +5, History +9, Insight +6, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)

Chakra. Kabuto has 37 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.


Multiattack. Kabuto can make 3 unarmed strike, martial kunai, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Martial Kunai. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) slashing damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 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.

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 17 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: +9 to hit, reach 5 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 17 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 17 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 150 ft. from Kabuto must make a DC 17 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 30 ft. must succeed a DC 17 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.

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 17 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Giant Vortex 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 Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Dragon (15 Chakra). Kabuto forms a dragon from water within 60 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 +9 bonus. The target is pushed 40 ft. away and takes 40 (8d8 + 4) cold damage on a successful hit.


Substitution (3+ Chakra). As a reaction when Kabuto is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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.

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


An orphan of the Third Shinobi War, Kabuto was raised in an orphanage that paid for itself through healing injured shinobi and with direct funding by the Hidden Leaf Village, and as such was trained in medical ninjutsu. When Danzo's threatened to withhold funding if they did not turn over one orphan to become a member, Kabuto joined, despite his effective family's wishes. Within Root, he was trained in combat and espionage. Unbeknownst to him, his surrogate mother at the orphanage also worked for the Foundation. Over time, she would be fed doctored images of Kabuto's growth until she wouldn't even be able to recognize the real Kabuto. Eventually, the two would be turned against each other in an attempt to eliminate two of the Foundation's most effective and knowledgeable spies. After coming out victorious, but becoming disillusioned by the truth in the process, he was recruited by Orochimaru as his right hand man and given a false identity, acting as a triple agent between the Hidden Sound Village, Hidden Leaf Village, and the Akatsuki, using his disarmingly polite personality to win over more than enough trust. After believing he had finally found a person to be under Orochimaru, he was shocked by his master's death at the hands of Sasuke. Determining that selfhood is surpassing one's predecessors after the example of Naruto, he underwent a monstrous transformation, becoming the "New Orochimaru".

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