Kankuro, Sasuke Recovery Mission (Shinobi World Supplement)
Kankuro, Sasuke Recovery Mission[edit]
Medium humanoid (Kazekage), lawful neutral Armor Class 14 (Natural Armor)
Saving Throws Dex +5, Cha +4 Chakra. Kankuro has 14 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Kankuro is targeted by an area effect that lets him make a Dexterity 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. Kankuro can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Puppet Master. Kankuro is in possession of Karasu and Kuroari. ACTIONSMultiattack. Kankuro makes two unarmed strike or kunai attacks. Unarmed Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Kankuro 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. Chakra Threads (2 Chakra). Kankuro creates chakra threads that have 2 hit points and immunity to all damage except magical slashing. When he takes the Attack action, he can replace an attack with a grapple check against a Large or smaller creature within 45 feet. If Kankuro loses concentration, this effect ends. Control Puppet. As an action or bonus action while Chakra Threads is active, Kankuro controls 2 puppets within 40 feet. While controlling his puppet(s), he can choose whether he or one puppet takes his action, bonus action, and/or reaction, and both he and his puppet can take their movement. If a puppet leaves the range of his movement speed, he loses control of it. If he can make more than 1 attack when he takes the Attack action, he may make an attack with multiple puppets or multiple attacks with a single puppet. Black Secret Technique: Machine One Shot (8 Chakra). One puppet Kankuro is controlling forces one creature within its reach to attempt a DC 13 Intelligence saving throw. On a failure, they have disadvantage on all checks and saving throws until the end of their next turn. A creature may choose to take 2d8 + the puppet's Dexterity modifier magical slashing damage and automatically succeeding the saving throw. Black Secret Technique: Machine Two Shot (4 Chakra). While one puppet Kankuro is controlling is grappling a creature, he detaches its limbs and turn them inward. On Kankuro's next turn as another action, the target takes 11 (2d10) + the puppet's Dexterity modifier magical slashing damage. Black Secret Technique: Machine Triple Shot (6 Chakra). While one puppet Kankuro is controlling is grappling a creature, any attacks against the creature automatically roll a 20 until the beginning of Kankuro's next turn. Poison Mist Hell: Hundred Continuous Firing (4+ Chakra). When Kankuro takes the Attack action, one puppet Kankuro is controlling makes an additional attack. Kankuro can spend 4 additional chakra to make an additional attack to a maximum of 4 total attacks. Leaf Gust (8 Chakra). Kankuro makes an unarmed strike against every creature within reach. Early Sacrifice (3 Chakra). Kankuro moves to one space within 5 feet of one creature within 5 feet and forces them to attempt a DC 13 Dexterity saving throw. On a failure, they are knocked prone and take Kankuro's unarmed strike's damage. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kankuro 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. Flame Whirlwind (1 Chakra). Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) fire damage. Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 13 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. Kankuro may make 3 of these attacks each time they use this jutsu, spending 4 total chakra. REACTIONSSubstitution (3+ Chakra). When Kankuro is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Kankuro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Seeing the change that Naruto Uzumaki inspired in his own younger brother, Kankuro dedicated himself to the two juniors' dreams to become their respective kage. Having learned from his battle with Shino Aburame during the Chunin Exams, he was more than ready to help take down Sakon and Ukon. In the time of peace before the Akatsuki's attack, Kankuro trained his abilities to rival even a restrained Sasori. |
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