Kisame Hoshigaki (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.

Kisame Hoshigaki[edit]

Medium humanoid (Hoshigaki), chaotic evil

Armor Class 20 (Natural Armor)
Hit Points 142 (19d8 + 57)
Speed 60 ft., swim 60 ft.

8 (-1) 18 (+4) 16 (+3) 18 (+4) 10 (+0) 8 (-1)

Saving Throws Con +9, Cha +5
Skills Acrobatics +10, Arcana +10, Athletics +5, Intimidation +5, Nature +10, Perception +6, Stealth +10
Senses passive Perception 16
Languages Common
Challenge 19 (22,000 XP)

Chakra. Kisame has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Samehada Chakra. Kisame's sword, Samehada, has 0 chakra points and a chakra point maximum of 46. Samehada automatically loses 2 chakra at the end of each hour.

Evasion. When Kisame 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.

Afterglow. Once per turn when Kisame 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 11 (3d6) damage.

Blade Artisan. When Kisame deals Afterglow's damage with a Bukijutsu, he may double the additional damage. He may do this once, regaining use at the end of a long rest.

Terrifying. While frightened of Kisame by any means, creatures must attempt a DC 18 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.

Ninja Speed. Kisame can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Gills. Kisame can breath in water as well as air.


Multiattack. Kisame can make 3 unarmed strike, Samehada, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) magical bludgeoning damage.

Samehada. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical slashing damage, and they lose a number of chakra points equal to Samehada's base damage die roll (7) and Samehada regains an equal amount of chakra. If the target does not have chakra points and you are not using the Chakra Exhaustion variant rule, they take an additional 7 (2d6) necrotic damage instead of losing chakra points.

Samehada's Rejuvenation. As a bonus action, Kisame spends up to 6 of Samehada's chakra points to either regain an equal number of chakra points, or regain twice as many hit points.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Kisame is proficient with against a restrained creature, he deals maximum damage and an additional 12 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Kisame. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Kisame is proficient with.

Hidden Mist (7 Chakra). Kisame creates a 40 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.

Water Style Shadow Clone (5+ Chakra/Clone). Kisame creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Kisame. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Kisame controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Kisame dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Kisame regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Kisame, including equipment, features, and any effects affecting Kisame when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Kisame. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Water Prison (4 Chakra). One creature Kisame can touch attempts a DC 19 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 19 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Kisame is no longer able to touch the creature, he loses concentration on this jutsu.

Great Waterfall Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 19 Dexterity saving throw. On a failure, they take 25 (3d12 + 5) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

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

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 8 (1d6 + 5) piercing damage
    • Claw deals 7 (1d4 + 5) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 36 (8d8 + 5) cold damage on a successful hit.

Water Style Bullet: Orca (25 Chakra). A 60 foot radius area around Kisame is covered in 1 foot of water for 1 minute (concentration).

Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Kisame's choosing.

Exploding Water Shockwave (7 Chakra). As a bonus action when Kisame uses a Water Style jutsu with an area of effect that targets creatures, he moves to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.

Water Prison Shark Dance (15 Chakra). The water created by Water Style Bullet: Orca becomes a 60 foot radius of water centered on Kisame that follows his movements.

Feeding Sharks (2+ Chakra). Kisame creates a shark. These sharks acts on his turn, are controlled by him, and all use his actions (i.e. he may cause all of his sharks to make a Swipe attack as an action), but do not benefit from and can not use his features. Kisame may create an additional shark for every 3 additional chakra points spent, and may concentrate on any number of sharks from the same instance of this jutsu at a time.

Water Shark Bomb (10 Chakra). Ranged Spell Attack: +11 to hit, range 50 ft. line. Hit: 19 (3d8 + 5) magical bludgeoning and 7 (2d6) cold damage and must make a DC 19 Strength saving throw or be pushed back 10 feet and fall prone.

Transformation (1+ Chakra). Kisame 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 18 Investigation check to 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). Kisame's movement speed doubles, and his movement does not provoke attacks of opportunity.

Subterranian Voyage (3 Chakra). Kisame can swim through earth and stone, but not plants or metal, as easily as water. Kisame must spend 1 chakra point at the end of each of his turns to maintain this effect.


Substitution (3+ Chakra). When Kisame is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Kisame can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Great Shark Bullet (8 Chakra). When Kisame sees a creature within 100 feet cast a spell or jutsu, they must succeed a DC 19 Dexterity saving throw using their spellcasting modifier. On a failure, the spell or jutsu fails, and Kisame regains a number of chakra equal to half the amount of chakra spent or twice the level the spell was cast. This technique doesn't work on Taijutsu or Bukijutsu.

Shark Scales (20 Chakra). Kisame fuses with Samehada, granting him the following:

  • Kisame may use Samehada's Rejuvenation at will once on each of his turns in addition to as a bonus action.
  • On a hit with Kisame's unarmed strikes, the target also takes the effects of a hit with Samehada.
  • His swimming speed increases by half his movement speed (90 ft.).
  • Creatures grappling Kisame must attempt a DC 21 Constitution or Strength saving throw, their choice, when they start grappling him and at the beginning of each turn they continue to do so. On a failure, they take 5 (2d4) piercing damage and stop grappling him. On a success, they take half as much.

Kisame must spend 2 chakra at the end of each of his turns to maintain this effect. When this effect ends, Samehada reappears in his hands.

Kisame in his Akatsuki garb, [Source].

The Monster of the Hidden Mist, the Tailless Tailed Beast, Samehada's Wielder; Kisame Hoshigaki is a shinobi of many names, but a single reputation. Originally the treasured student of Samehada's previous, Fuguki Suikazan, he would become a rogue nin when he discovered his master selling information to other villages, striking down Fuguki and taking his legendary blade. Yagura congratulated the disillusioned Kisame from the shadows as it began to dawn on the Jonin how broken the world was before revealing that he himself was being manipulated by Madara Uchiha himself, inviting him to join him in initiating the Infinite Tsukuyomi as a member of the Akatsuki, promising a "world of truth". While he remained in the Hidden Mist for a few years, following Yagura's death, he truly went rogue, taking Samehada with him. Being partnered with Itachi Uchiha as two traitors contacted before their defection, they eventually became skilled partners after a spat of distrust, and later recruited Deidara and Sasori.

Years later, the duo attacked the Hidden Leaf Village in order to apprehend Naruto's Nine-Tails. While Itachi was able to keep Jiraiya away, they were fended off by Asuma, Kurenai, Kakashi, and later Might Guy and Jiraiya.

Coinciding with Sasuke's defection from the Sound Village, the duo was able to capture Roshi without a scratch, Itachi ordered Kisame to stand guard around the Uchiha Clan Hideout, only letting Sasuke through, sparring with Suigetsu while the brothers fought. While saddened by his partner's death, Kisame didn't care all too much, still standing loyal only to Madara. when Sasuke failed to capture Killer B, being tricked by a clone, taking on Sabu at the same time. Despite being more than strong enough, he was stopped by Samehada favoring the taste of B's squid-like chakra, secretly hiding within the blade while a disguised white zetsu fought in his place. Keeping track of B's movements, Kisame relayed back information on the Allied Shinobi Forces' plans during the Five Kage Summit. When B and Naruto were hidden on an island deep within Cloud territory at the dawn of the Fourth Shinobi World War, Kisame took his chance to strike at both jinchuriki when they were without backup. While able to easily dispatch Aoba and Yamato, he was completely countered by Guy opening the Seventh Gate. Before he could give any information to the Alliance, he trapped himself in a Water Prison and summoned his sharks to eat him, leaving a scroll of all of his gathered intel with one of his sharks that made its way to Zetsu.

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