Kinshiki (Shinobi World Supplement)
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Kinshiki Otsutsuki[edit]
Medium humanoid (Otsutsuki), lawful neutral Armor Class 29 (Natural Armor)
Saving Throws Str +13, Dex +13 Chakra. Kinshiki has 75 chakra points which he can expend. All chakra points are regained at the end of a long rest. Otsutsuki Chakra. Kinshiki has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 5 chakra not granted by this feature. Evasion/Endurance. When Kinshiki is targeted by an area effect that lets him make a Dexterity or Constitution 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. Kinshiki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Otsutsuki Speed. Kinshiki has advantage on Dexterity saving throws. Byakugan. Kinshiki can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense. Chakra Sense. When Kinshiki takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 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 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt. Dying Breath. At the beginning of each of Kinshiki's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn. ACTIONSMultiattack. Kinshiki can make 3 unarmed strike or Amanohabaya battleaxe attacks. Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage. Amanohabaya Battleaxe. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 15 (1d10 + 10) force damage. Amanohabaya. Momoshiki creates up to 3 weapons. They have +2 to attack and damage rolls, and they deal force damage. If he makes more than 3 weapons, any earlier weapons are destroyed. Otsutsuki Flight (4 Chakra). As a free action, Kinshiki gains a flying speed equal to his movement speed. Kinshiki must spend 1 chakra at the end of each of his turns to maintain this effect. Natural Chakra Suppression. As a free action, Kinshiki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration). Palm Bottom (1+ Chakra). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage. Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 21 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Kinshiki's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption. Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 21 Constitution saving throw or be stunned until the end of Kinshiki's next turn. Basic Taijutsu Technique (3 Chakra). As a bonus action, Kinshiki makes two unarmed strikes Leaf Gust (8 Chakra). Kinshiki makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +16 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kinshiki's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kinshiki 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 Kinshiki 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. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kinshiki'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: +16 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage. Kinshiki may fly up to 30 feet before making this attack. Crane Wing Formation (8 Chakra). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: The target is restrained until Kinshiki is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Kinshiki using this jutsu. Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check. Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave Kinshiki's reach, they must attempt a DC 21 Strength saving throw. On a success, they leave his reach. On a failure, they may not attempt to do so until the beginning of their next turn. This lasts until the beginning of Kinshiki's next turn. Kinshiki may spend 1 chakra to increase this jutsu's duration by 1 turn. REACTIONSSubstitution (3+ Chakra). When Kinshiki is hit by an attack and would take damage, he decreases the damage by 33 (1d10 + 28) 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. Kinshiki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check. |
Kinshiki is a loyal soldier of the Otsutsuki clan. After being assigned to be Momoshiki's guardian, he took it upon himself to serve his "son" to the utmost extent, often carrying him and mastering taijutsu to make up for Momoshiki's utter lack of talent in it. When the Otsutsuki attacked Earth in search of the traitor Kaguya, and any potential remnants of Isshiki, they instead found Naruto Uzumaki. While clearly not their target, he strangely bore the vast majority of her chakra. Discerning that she had clearly been defeated, he followed Momoshiki's decision to reclaim what rightfully belonged to the Otsutsuki, attacking the Chunin Exams and kidnapping Naruto. When Sasuke and the rest of the Five Kage, along with Naruto's son came to rescue him, the two Otsutsuki easily bested the group at first, but were quickly pushed back. Before Momoshiki could realize, Kinshiki was defeated. Offering himself up as a sacrifice to further the Otsutsuki clan, Kinshiki allowed Momoshiki to absorb him, becoming a single being of unrivaled power. |
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