Kotohime (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.

Kotohime[edit]

Medium humanoid (Human), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 22 (5d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Int +5, Wis +3
Skills Acrobatics +5, Deception +4, Medicine +3, Persuasion +4, Sleight of Hand +5
Senses passive Perception 10
Languages Common
Challenge 5 (1,800 XP)


Chakra. Kotohime has 14 chakra points which she can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Kotohime may make 1 additional attack for every additional chakra point spent.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kotohime can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Kotohime becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make a DC 13 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). Kotohime's movement speed doubles, and her movement does not provoke attacks of opportunity.

Hair Bind (3 Chakra). As a free action, one creature within 10 ft. must attempt a DC 13 Dexterity saving throw. On a failure, they are grappled. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Kotohime may end this effect as an action to throw them up to 10 feet.

Hair Needle Senbon (2-3 Chakra). Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 6 (1d8 + 2) piercing damage. This may be done as a free action, or as an action for 1 additional chakra.

Sharp Hair Spear: Might (5-6 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage. This may be done as a free action, or as an action for 1 additional chakra.

Needle Hell (5 Chakra). When Kotohime uses Hair Needle Senbon or Sharp Hair Spear: Might, her critical hit threshold increases by +1 (i.e. scoring a critical hit on a 20 → 20-19 → 20-18) for the sake of the attack.

Beast-Human Needle Senbon (4+ Chakra). When Kotohime uses Hair Needle Senbon or Sharp Hair Spear: Might, her attack targets every creature within range, but Hair Needle Senbon's damage is reduced to 4 (1d4 + 2) piercing damage. Kotohime may spend 1 chakra to increase Hair Needle Senbon's damage to 5 (1d6 + 2) or 2 to increase it to 6 (1d8 + 2); and she may spend up to 2 chakra to increase Sharp Hair Spear: Might's attack and damage roll by an equal amount.

Rabbit Hair Needle (7 Chakra). When Kotohime uses Hair Needle Senbon or Sharp Hair Spear: Might, the jutsu's range is doubled, and she does not need to spend chakra to use it as an action after using it as a free action.

REACTIONS

Substitution (3+ Chakra). When Kotohime is hit by an attack and would take damage, she decreases the damage by 10 (1d10 + 5) 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. Kotohime can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kotohime.png
[Source].

When the Land of Rice Fields was attacked by a nearby territory, Kotohime was among the Fuma Clan forces to counter-invade. After years of atrocities under orders, turning their enemies into the near-uninhabitable Land of Graves, the only thing Kotohime wanted was to go home, but the disgrace the war had left her clan in made her an outcast when she returned. It was then that the remnants of the Fuma clan met Orochimaru, who promised them glory and honor for servitude. Arashi, Jigumo, Kamikiri, Kotohime, and Kagero accepted his offer, becoming one of the driving forces in turning the Land of Rice Fields into the Land of Sound. The Fuma clan shinobi that refused were never heard from again.

Acting as something of a receptionist of the Hidden Sound Village's official compound, she greeted Jiraiya during he, Naruto, and Sakura's raid following the Sound and Sand's attack on the Hidden Leaf Village. Offering him a bottle of poisoned sake while she played her koto, she made an attempt on his life at the first chance she got, though her genin-level skills were easily handled by the legendary Sannin. After this encounter, she rejoined the civilian portion of the Fuma clan.


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