Kirara (Shinobi World Supplement)
Kirara[edit]
Medium humanoid (fabrication), lawful neutral Armor Class 17 (Natural Armor)
Saving Throws Wis +7, Cha +4 Chakra. Kirara has 32 chakra points which she can expend. All chakra points are regained at the end of a long rest. Endurance. When Kirara is targeted by an area effect that lets her make a Constitution saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Kirara can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Natural Constitution. Kirara does not need to eat, drink, or sleep. If she is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half her chakra points, she becomes paralyzed until the end of her next turn. Fabrication. When Kirara spends chakra, she takes an equal amount of damage. ACTIONSMultiattack. Kirara can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage. Kirara may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit. Regeneration (4/Day). As a bonus action, Kirara regains 4 hit points or 2 chakra points. Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Kirara gains a +2 bonus to their attack and damage rolls until the end of their next turn. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kirara can move across liquid surfaces as if they were solid for 1 minute. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round. Transformation (1+ Chakra). Kirara becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that she is transformed. If the creature saw her 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). Kirara's movement speed doubles, and her movement does not provoke attacks of opportunity. Exploding Kunai (8+ Chakra). One creature within 30 ft. must attempt a DC 15 Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Kirara may target an additional creature for every 2 additional chakra spent. Mind Body Rupture (8+ Chakra). One creature within 30 ft. must attempt a DC 15 Wisdom saving throw. On a failure, they must spend an additional 1 (1d2) chakra on any jutsu they cast for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Kirara may target an additional creature for every 3 additional chakra spent. Vision Blur (8+ Chakra). One creature within 30 ft. must attempt a DC 15 Wisdom saving throw. On a failure, they become blinded for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Kirara may target an additional creature for every 3 additional chakra spent. Complete Control (10 Chakra). One creature within 30 ft. must make a DC 15 Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, Kirara may control the creature and communicate telepathically with them until the end of their next turn. Kirara may use this feature for 1 minute. Creatures controlled by Kirara can only use class and background features that she has and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success. REACTIONSSubstitution (3+ Chakra). When Kirara is hit by an attack and would take damage, she decreases the damage by 16 (1d10 + 11) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place, and she takes any remaining damage from that attack. Kirara can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Another success of Onoki and Kara's improvement of the Akuta, Kirara is wholly sourced from white zetsu recovered after the Fourth Shinobi World War. Like most fabrications, she was fascinated by the idea of human socialization, particularly courtesy and accessorizing. However, with this obsession came a sadistic side, liking to observe misery and wishing to keep a human as a doll. Loyal only to her leader, Ku, in their coup against Kurotsuchi she manipulated numerous shinobi from the Stone Village before the revolt was discovered. Having spent most of her chakra, she was quickly defeated by Sarada, causing her core to disintegrate, killing her. |
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