Kikasaru (Shinobi World Supplement)
Kikasaru[edit]
Medium humanoid (Monkey), lawful neutral Armor Class 16 (Natural Armor)
Saving Throws Str +3, Con +5 Chakra. Kikasaru has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest. Ninja Speed. Kikasaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Sage Meditation. As a full turn action, Kikasaru becomes blind and prone until the beginning of his next turn, and 4 points of Kikasaru's normal chakra becomes senjutsu chakra. Senjutsu Chakra. Some of Kikasaru's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Kikasaru can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified. Nature Chakra Sense. Kikasaru may take the search action as a bonus action. When Kikasaru takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ACTIONSMultiattack. Kikasaru can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kikasaru 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. Transformation: Adamantine Staff (5 Chakra). Kikasaru becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 10 (2d4 + 1d10) bludgeoning damage on a hit unless their unarmed strike damage die is higher. Kikasaru can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move. Adamantine Monkey Dance (2 Chakra). As a bonus action immediately after using Transformation: Adamantine Staff, Kikasaru flies up to 45 feet and makes an unarmed strike against one creature within his reach. Basic Taijutsu Technique (3 Chakra). As a bonus action, Kikasaru makes two unarmed strikes Leaf Gust (8 Chakra). Kikasaru makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kikasaru's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kikasaru 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 Kikasaru casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kikasaru's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn. Heaven Spear Kick (2 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Kikasaru may fly up to 30 feet before making this attack. This can be used as a bonus action. Void of Silence (10 Chakra). One creature within 50 feet must attempt a DC 14 Constitution saving throw. On a failure, they are deafened, and have disadvantage on checks that require a sense of touch for 1 minute (concentration). As an action, the target can repeat the saving throw. Calling Upon Tears (10 Chakra). All creatures within a 60 ft. radius must attempt a DC 14 Wisdom saving throw. On a failure, they take 5 (1d4 + 3) thunder damage and are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu. REACTIONSSubstitution (3+ Chakra). When Kikasaru is hit by an attack and would take damage, they decrease the damage by 12 (1d10 + 7) 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. Kikasaru can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
A member of the new generation of monkeys from Saiyuki Valley, Kikasaru is the middle sibling of the Saru brothers. Despite often appearing aloof and unresponsive, in reality he cares quite a bit about doing his duty to his community, only appearing so due to his poor hearing. Of his brothers, he is the most suspicious of outsiders, though he is still far outdone in this category by the previous generations. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World