Kankuro, Young (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.

Kankuro, Young[edit]

Medium humanoid (Kazekage), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 18 (4d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dex +4, Cha +3
Skills Arcana +4, Deception +3, Investigation +4, Perception +3, Stealth +4
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 XP)


Chakra. Kankuro has 8 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Puppet Master. Kankuro is in possession of Karasu.

ACTIONS

Unarmed Strike. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 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 40 feet. If Kankuro loses concentration, this effect ends.

Control Puppet. As an action or bonus action while Chakra Threads is active, Kankuro controls 1 puppet 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 12 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.

Poison Mist Hell: Hundred Continuous Firing (4+ Chakra). When Kankuro takes the Attack action, one puppet Kankuro is controlling makes an additional attack to a maximum of 2 total attacks.

Leaf Gust (8 Chakra). Kankuro makes an unarmed strike against every creature within reach.

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: +4 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) fire damage.

REACTIONS

Substitution (3+ Chakra). When Kankuro is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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.

Kankur%C5%8D1.png
[Source].

The middle child of the Fourth Kazekage, Kankuro grew up terrified of his younger brother Gaara, believing him to be almost as much of a monster as the one within him. Being trained in the ancient art of Sand Village Puppetry, despite being turned down by the art's originator, he eventually grew into a shinobi strong enough to keep his brother's violent urges under control, especially with the help of his older sister Temari. While initially an enemy of the Leaf Village, the reveal that his people were manipulated by Orochimaru was more than enough to ally the villages. By the time his strength would be needed again, his understanding of combat from the Chunin Exams would catapult his puppet mastery to a new height.


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