Kurobachi (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.

Kurobachi[edit]

Medium humanoid (Kamizuru), chaotic good


Armor Class 17 (Natural Armor)
Hit Points 66 (12d8 + 12)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Int +7, Wis +5
Skills Acrobatics +7, Animal Handling +5, Arcana +7, History +7, Stealth +7
Senses passive Perception 11
Languages Common
Challenge 10 (5,900 XP)


Chakra. Kurobachi has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Hive Body. When Kurobachi casts a jutsu, he may cast it from his space or any of his swarms' spaces. Kurobachi's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Kurobachi takes the Attack action, they may make attacks as well. These attacks count as Kurobachi's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Kurobachi's jutsu save DC (15). Their bites count as unarmed strikes for all of Kurobachi's features and jutsu except his unarmed strike damage die. Additionally, Kurobachi may communicate telepathically with his swarms.

ACTIONS

Multiattack. Kurobachi can make 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.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kurobachi 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.

Floating Bugs (3 Chakra). As a bonus action, Kurobachi may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Create Swarm (4+ Chakra). As an action or bonus action, Kurobachi creates one swarm of bees anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 3 hit points (8 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm Kurobachi created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Split Swarm. As a bonus action, Kurobachi splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action.

Combine Swarm. As a bonus action while two of Kurobachi's swarms are within 5 ft. of each other, Kurobachi may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain the best of both swarm's features, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain 7 temporary hit points that are lost when they defuse.

Honey Creation (5 Chakra). Kurobachi creates 1 day's worth of food in honey for up to 4 Medium creatures.

Human Cocoon (3+ Chakra). Kurobachi creates a cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon.

Insect Repellant (15 Chakra). While Kurobachi has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (55 total) for 1 minute. Kurobachi may end this jutsu early as an action.

Secret Technique: Insect Gathering (9 Chakra). Kurobachi becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings.

Bee Bomb (5 Chakra). One of Kurobachi swarms can not trigger paper seals for 1 minute (concentration), and Kurobachi may put up to 3 explosive seals on one swarm for every 5 feet it occupies.

Transformation (1+ Chakra). Kurobachi 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 he can not recreate a magical effect. Creatures must make a DC 15 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). Kurobachi's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Explosive Seal (1+ Chakra). Kurobachi creates an explosive seal on one surface he can touch.

Beeswax Clone (6+ Chakra/Clone). Kurobachi creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Kurobachi dismisses them at will, or Kurobachi falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 6 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Kurobachi when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
  • When a clone is reduced to 0 hit points, its surroundings in a 10 ft. radius become difficult terrain.

Transparent Escape (6 Chakra). Kurobachi becomes invisible until the end of his next turn.

REACTIONS

Substitution (3+ Chakra). When Kurobachi is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Kurobachi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kurobachi_Kamizuru.PNG
[Source].

Grandson of the First Tsuchikage, Kurobachi is one of the last surviving members of the Kamizuru clan after their exile. In order to redeem his clan and prove his superiority to the Aburame clan, he and his family sought out the reclusive bikochu, though they were ultimately stopped by the Hidden Leaf Village's Bikochu Search Team. Due to their failure, they remained in exile.


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