Kakuzu (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.

Kakuzu[edit]

Medium humanoid, lawful evil


Armor Class 18 (Natural Armor)
Hit Points 42 (5d8 + 20)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 18 (+4) 16 (+3) 10 (+0) 9 (-1)

Saving Throws Dex +8, Con +9, Cha +4
Skills Acrobatics +8, Arcana +8, History +13, Intimidation +4, Medicine +5, Perception +5
Senses passive Perception 15
Languages Common
Challenge 16 (15,000 XP)


Chakra. Kakuzu has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Naruto is targeted by an area effect that lets him make a Constitution 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. Kakuzu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Earth Grudge Fear. When Kakuzu is within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), he may steal its heart and store it inside his body as an action to a maximum of 4. Any time he is reduced to 0 hit points or his hit point maximum is reduced to 0, Kakuzu may sacrifice a heart to return to his hit points and their maximum to their initial maximum. Additionally, he may sacrifice 1 heart when he makes 1 shadow clone to make its hit point maximum equal to his own. He may also reattach the limb of a creature he can touch as an action for 1 chakra point.

ACTIONS

Multiattack. Kakuzu makes three attacks with his unarmed strike or kunai attacks.

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

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kakuzu 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.

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

Transformation (1+ Chakra). Kakuzu 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 16 Investigation check realize that he is transformed. If the creature saw Kakuzu 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). Kakuzu's movement speed doubles, and his movement does not provoke attacks of opportunity.

Shadow Clone (4+ Chakra/Clone). Kakuzu creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Kakuzu dismisses them at will, or Kakuzu falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Kakuzu when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment. Any equipment the clones have with charges, such as magic items, share the initial item's charges.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Biguro (3 Chakra). As a free action, one creature within 10 ft. must attempt a DC 16 Dexterity saving throw. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Kakuzu may end this effect as an action to throw them up to 10 feet.

Earth Spear (6 Chakra). Kakuzu gains a +5 bonus to his damage reduction and damage threshold to any damage that is not lightning damage, and becomes vulnerable to lightning damage. He must spend 3 chakra at the beginning of each of his turns to maintain this effect.

Rock Trail (6 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft. line. Hit: 16 (3d8 + 3) magical bludgeoning damage. Upon using this jutsu, 5 foot tall rocks appear in the attack line leading to the target. These rocks last until the end of Kakuzu's next turn. This jutsu cannot go through/cross this rock line.

Intelligent Hard Work (8+ Chakra). Ranged Spell Attack: +8 to hit, range 30 ft. cone. Hit: 30 (6d8 + 3) fire damage. Kakuzu may increase this jutsu's range by 10 ft. or increase its damage by 3 (1d6) for every 2 additional chakra points spent.

False Lightning (8+ Chakra). All creatures in a 40 ft. line must attempt a DC 16 Dexterity saving throw. On a failure, they take 13 (3d6 + 3) lightning damage. This jutsu ignores cover. Kakuzu may create an additional line that does not overlap for every 4 additional chakra points spent.

Water Style Shadow Clone (1 Chakra). When Kakuzu creates a shadow clone, he may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of Kakuzu.

Hiding in Water (9 Chakra). While touching at least 1 gallon of water, Kakuzu and everything he is wearing or holding merges with it, becoming invisible and gaining full cover for 1 minute (concentration). If the water takes damage or is otherwise disturbed, he must make a concentration check as if he were affected by it. If Kakuzu loses concentration to the puddle taking damage, he takes the damage the puddle took. If the water source he used this jutsu on is no longer 1 continuous gallon, this jutsu immediately ends.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Kakuzu. Kakuzu may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Kakuzu's turns for 1 minute (concentration). Kakuzu must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Kakuzu moves more than 5 feet after maintaining this jutsu, he loses concentration.

Pressure Damage (12 Chakra). Every creature in a 30 ft. radius must attempt a DC 16 Constitution saving throw. On a failure, they 21 (4d8 + 3) thunder damage and become prone. On a success, they take half as much and are not prone. Until the beginning of his next turn, a dome of volatile air lingers around this jutsu's range. If anything within this area takes fire damage, creatures must retry this saving throw, taking 21 (4d8 + 3) fire damage on a failure, and the volatile air is destroyed.

REACTIONS

Substitution (3+ Chakra). When Kakuzu is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) and teleport 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 Kakuzu takes any remaining damage from that attack. Kakuzu can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Rock Armor (8 Chakra). When Kakuzu is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn.

Water Formation Wall (2+ Chakra). When Kakuzu is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Kakuzu. Kakuzu may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Kakuzu's turns for 1 minute (concentration). Kakuzu must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Kakuzu moves more than 5 feet after maintaining this jutsu, he loses concentration.

Kakuzu_UNSR.png
[Source]

Once a talented jonin of the Hidden Waterfall, Kakuzu was entrusted with a mission to assassinate the First Hokage, the legendary God of Shinobi. Despite obviously failing, he survived and returned to his village only to be imprisoned for failure, as well as to save face and prevent a war. Enraged, he broke out of prison, stole one of his village's most forbidden techniques; Earth Grudge Fear, killed his village's elders, stole their hearts, and became a rogue nin.

After decades of taking high-paying missions with no better goal than to amass wealth, he was faced with the second threat in his life to be beyond his capabilities: Pain. With no other option beyond death, he became the fourth member of the Akatsuki. Tearing through partners and missions at an unrivaled rate in his organization, it took quite a while for him to find a partner that could survive and, in his eyes, wouldn't hold him back from gaining capital. Eventually, he found his partner in Hidan, forming the Immortal Duo. Together, the pair almost single-handedly fueled their organization both monetarily, and by killing both Yugito and Fu for their tailed beasts.

During the Hidden Leaf's Akatsuki suppression mission, Hidan and Kakuzu were the only squad to be found, being found by Shikamaru, Asuma, Kotetsu, and Izumo. While Hidan was decapitated in the first moments of the fight, he was quickly returned to his body where he sacrificed Asuma to his god. As Choji and Ino arrived on the scene, the two Akatsuki members quickly disappeared. Being tracked down for vengeance by Shikamaru, Ino, Choji, and Kakashi, Hidan was buried in an unmarked grave within the Nara clan's forest where he slowly starved to death by Shikamaru. Being left with the other three, his combination of powerful jutsu allowed him to hold more than his own in a 3 on 1. Despite losing one heart to Kakashi's chidori, and another to Shikamaru's strategy, he relatively easily incapacitated his would-be killers. Preparing to steal their hearts, he was blindsided by Naruto's Rasenshuriken before being finished off by Kakashi.

Resurrected by Kabuto for the Fourth Shinobi World War, Kakuzu was deploued alongside Asuma and a large platoon of white zetsu. While Team Ino-Shika-Cho dealt with Asuma, Kotetsu and Izumo held him off before Tenten could kill his extra hearts. With Asuma defeated, he was sealed beneath Choji's giant fist, and later returned to the afterlife after Kabuto's defeat.


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