Kujaku (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.

Kujaku[edit]

Medium humanoid (human), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 60 (11d8 + 11)
Speed 55 ft.


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

Saving Throws Dex +7, Cha +5
Skills Acrobatics +7, Deception +5, Perception +4, Stealth +7
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. Kujaku has 24 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Kujaku has advantage on any one weapon attack roll that uses Dexterity, she may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Kujaku by any means, creatures must attempt a DC 15 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.

Evasion. When Kujaku is targeted by an area effect that lets her make a Dexterity 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. Kujaku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Wind Style Amplification. Kujaku may cast Wind Style jutsu as if her +ands were free. Additionally, when she casts a Wind Style jutsu, its cost is decreased by 4.

ACTIONS

Multiattack. Kujaku makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Weaknessless Soaring Shortswords. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (1d6 + 5) magical slashing damage. Kujaku may make one of these attacks as a bonus action.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kujaku may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Kujaku makes two unarmed strikes

Leaf Gust (8 Chakra). Kujaku makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kujaku's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kujaku 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 Kujaku casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kujaku's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Blade of Wind (4 Chakra). Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d6 + 1) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Great Sickle Weasel (10 Chakra). All creatures in a 25 ft. cone must attempt a DC 13 Dexterity saving throw. On a failure, they take 10 (2d8 + 1) thunder damage and 9 (2d8) slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.

Great Cast Net (12 Chakra). All creatures in a 15 foot wide, 45 foot line must attempt a DC 13 Constitution saving throw. On a failure, they take they take 15 (3d8 + 1) thunder damage and 14 (3d8) slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.

Desert Suspension (5+ Chakra). Kujaku creates a 5 ft. radius cloud of sand that lasts for 1 minute. This cloud can pass through any object as if it were individual grains of sand. She may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, she may move the cloud using its 30 ft. flying speed. Any willing creatures of her choice on top of the cloud move along with it, otherwise they pass through it as if it were a cloud.

Killing Intent. Any creatures of Kujaku's choice that can see or hear her must succeed a DC 15 Charisma saving throw or become frightened of her for 1 minute. She may do this once, regaining all uses at the end of a long rest.

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

Return of the Devil (2 Chakra). As a bonus action, Kujaku leaps up to 20 feet into the air and makes a Weaknessless Soaring Shortsword attack against one creature within her reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

REACTIONS

Substitution (3+ Chakra). When Kujaku is hit by an attack and would take damage, they decrease the damage by 14 (1d10 + 9) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Kujaku can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kujaku.png
[Source].

One of four great warriors from Takumi Village, a small village in the Land of Rivers renown for producing many high-quality ninja tools, as well as being attacked once a nation began losing a war, Kujaku dedicated herself to a single goal; resurrecting Seimei, their village's founder and greatest warrior through Shukaku's power. After kidnapping Gaara's prized student, Matsuri, Kujaku was deployed to stop any pursuers who were not the jinchuriki himself, confronting Temari, and would have killed her had Shikamaru and Ino not rescued her. With their combined efforts, Kujaku was quickly defeated.


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