Kandachi (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Kandachi[edit]

Medium humanoid (human), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 68 (8d8 + 32)
Speed 55 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 18 (+4) 16 (+3) 8 (-1) 12 (+1)

Saving Throws Con dex, Cha +4
Skills Acrobatics +6, Deception +4, Insight +2, Stealth +6
Senses passive Perception 9
Languages Common
Challenge 8 (3,900 XP)


Chakra. Kandachi has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Kandachi is targeted by an effect that allows him to make a Wisdom or Intelligence saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Ninja Speed. Kandachi can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Kandachi has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Kandachi by any means, creatures must attempt a DC 14 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.

ACTIONS

Multiattack. Kandachi 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 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kandachi 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, Kandachi 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). Kandachi becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them 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). Kandachi's movement speed doubles, and their movement does not provoke attacks of opportunity.

Summoning Jutsu (26 Chakra). Kandachi summons the Conch King anywhere within 5 ft. of him.

Killing Intent. Any creatures of Kandachi's choice that can see or hear him must succeed a DC 14 Charisma saving throw or become frightened of him for 1 minute. Kandachi may do this once, regaining all uses at the end of a long rest. Kandachi may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Threatening Stolen Blade (3-5 Chakra). When Kandachi attempts to disarm a creature (see link or DMG pg. 271), he gains advantage on the check. If he succeeds, he may spend 2 additional chakra to automatically deal the weapon's damage to the target the first time they attempt to act or move in any way before the end of their next turn while they are within his reach.

REACTIONS

Substitution (3+ Chakra). When Kandachi is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Kandachi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Slicing Clear (2 Chakra). When Kandachi is targeted by a saving throw that deals damage, he makes a kunai 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, the kunai breaks, and he takes the damage of one kunai attack.

Kandachi2.png
[Source].

Kandachi rose through the ranks of the Hidden Rain Village as a cut-throat ninja, eventually becoming Hanzo the Salamander's second in command due to his sharp intellect and powerful summon. However, when Pain invaded the Rain, he fled west to the Land of Swamps where he took over a small, remote village, taking many of its citizens hostage to keep his place there secret. During Naruto's training, Jiraiya took his student to this village, remembering its surrounds' genjutsu-like properties and wishing to improve Naruto's genjutsu resistance. Believing he was ratted out, he summoned the King Conch to battle Jiraiya while he dealt with Naruto, though he lacked a counter for Naruto's Rasengan. Taking him to a Hidden Leaf prison, he was eventually ransomed back to the Rain where he was executed by Pain.


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