Kikunojo (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.

Kikunojo[edit]

Medium humanoid (Nojo), lawful good


Armor Class 16 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 55 ft.


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

Saving Throws Dex +6, Con +4
Skills Acrobatics +6, Nature +6, Perception +4, Persuasion +4
Senses passive Perception 14
Languages Common
Challenge 8 (3,900 XP)


Chakra. Kikunojo has 23 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kikunojo is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

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

ACTIONS

Multiattack. Kikunojo 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. Kikunojo 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, Kikunojo 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). Kikunojo becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that he is transformed. If the creature saw him 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). Kikunojo's movement speed doubles, and his movement does not provoke attacks of opportunity.

Flower Ninja Art (2 Chakra). Any non-living thing in a 30 ft. radius around Kikunojo that can sustain any amount of plant life is covered in golden flowers. These flowers live, grow, and die like any other flower.

Many Blooming Flowers (10 Chakra). When Kikunojo uses Flower Ninja Art, the next damaging area of effect jutsu or spell that targets any part of the created area of flowers targets any creature touching the flowers as well for 1 minute.

Many Releasing Flowers (1-7 Chakra). As a bonus action, one 30 foot radius area of golden flowers within 5 ft. of Kikunojo is filled with chakra. A creature may attempt a DC 15 Arcana check to realize the field has been charged when they take the Search action. At will for 10 hours (concentration), Kikunojo may destroying the area of flowers and force every creature within the area to attempt a DC 15 Constitution saving throw. On a failure, they take 15 (3d6 + 4) fire damage. On a success, they take half as much damage. Kikunojo may increase the damage this jutsu deals by 3 (1d6) for every 2 chakra spent to a maximum of 27 (6d6 + 4).

Mirror Flower Water (10 Chakra). Up to 3 creatures in a 30 foot radius area of golden flowers within 30 feet of Kikunojo must attempt a DC 15 Intelligence saving throw. On a failure, everything around them becomes lightly obscured to them. If an area they can see would already be lightly obscured, it is instead heavily obscured. After casting this jutsu, the chosen area of flowers is destroyed.

Flower Shuriken: Falling Blossoms and Scattering Leaves (6 Chakra). A 30 foot radius area of golden flowers within 30 feet of Kikunojo becomes weaponized for 1 minute. When Kikunojo would make an attack while the chosen area is within 30 feet, he may make a ranged spell attack against a target within 30 feet of the area, dealing 7 (1d6 + 4) radiant damage on a hit. If Kikunojo makes 5 of these attacks, this jutsu ends.

REACTIONS

Substitution (3+ Chakra). When Kikunojo 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. Kikunojo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kikunoj%C5%8D.png
[Source].

From a young age, Kikunojo and Yurinojo were the two most talented shinobi in the Land of Vegetables, though there was not much competition. Coming out on top as the stronger of the two, he was chosen as the personal guard of his daimyo. However, when the Janin attacked the Land of Vegetables, the two were sent to protect the daimyo's daughter. Going to deal with Ruiga alone, his abilities were completely countered. In the end, he was given a proper burial, giving the regency of the Land of Vegetables a greater appreciation of shinobi.


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