Kiho (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.

Kiho[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 55 (10d8 + 10)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Dex +7, Int +7
Skills Acrobatics +7, Perception +5, Sleight of Hand +7, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Kiho has 21 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kiho 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. Kiho can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Afterglow. Once per turn when Kiho has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Kiho by any means, creatures must attempt a DC 15 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.

Black Chakra. Some of Kiho's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Kiho can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Kiho has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

Cursed Mark. When Kiho is reduced to half his maximum chakra points, he must attempt a DC 15 Wisdom saving throw. On a failure, he gains the following:

  • Kiho's maximum hit points are decreased by 3 (1d4 + 1) at the end of each of his turns, and he gains an equal number of black chakra. Kiho's hit point maximum returns to normal at the end of a long rest.
  • Kiho's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attack and damage rolls and DC are increased by +1.
  • In order to end this feature, Kiho must succeed a DC 15 Charisma saving throw as an action.

ACTIONS

Multiattack. Kiho makes 2 unarmed strike or kunai attacks or uses his Dark Smoke Sphere.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kiho may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kiho 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). Kiho 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 15 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). Kiho's movement speed doubles, and their movement does not provoke attacks of opportunity.

Dark Smoke Sphere (3 Chakra). A 10 ft. radius centered on one point within 60 ft., which spreads around corners, becomes heavily obscured by smoke until the end of Kiho's next turn.

Smoke Dragon (15 Chakra). Kiho forms a dragon from smoke within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to cold damage, immune to non-magical and fire damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as him. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two choke attacks.
    • Bite deals 13 (4d4 + 3) magical piercing damage
  • Choke. causes the target to become stunned and begin suffocating.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. All creatures within a 30 ft. radius must attempt a DC 15 Constitution saving throw. On a failure, they become stunned and begin suffocating for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

REACTIONS

Substitution (3+ Chakra). When Kiho is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Kiho can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kih%C5%8D.PNG
[Source]

During Kabuto and Guren's to capture the Three-Tails, Gozu, Rinji, Kigiri , Kiho, and Nurari were "recruited" for their ability to slaughter their fellow prisoners in one of Orochimaru's labs. En route to their destination, Team Guren, Kabuto, and Yukimaru, the crux of the plan, were attacked by the Hidden Leaf Village's Team 8 and Kakashi. Easily being defeated by Kiba, Rock Lee, and Tenten, Kiho and his squad barely made their way back to their hideout. Taking advantage of their injured state, Kabuto implanted Kigiri, Kiho, and Nurari with a Cursed Mark, enhancing their strength and loyalty after they attempted to escape, nearly being killed by the mark activating to tear through their bodies. Being redeployed against the Leaf shinobi, Kiho battled Yamato, with his only real way of dealing damage with his ninjutsu being countered by Yamato's Water Style ninjutsu. As he bled out, Nurari absorbed him, with his merged form being killed by the Three-Tails.



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