Kushimaru Kuriarare (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.

Kushimaru Kuriarare[edit]

Medium humanoid (Kuriarare), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 67 (15d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Arcana +8, Athletics +4, Deception +6, Intimidation +6, Perception +5, Stealth +9
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Kushimaru has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kushimaru 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 Kushimaru 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.

Terrifying. While frightened of Kushimaru by any means, creatures must attempt a DC 16 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.

Untraceable. Kushimaru can't be tracked by non-magical means unless he chooses to leave a trail.

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

Crucifier. Once per turn when Kushimaru deals damage to a restrained creature, he may also make an unarmed strike against them.

ACTIONS

Multiattack. Kushimaru can make 3 unarmed strike, Nuibari, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Nuibari. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) magical piercing damage. Kushimaru may deal an additional 11 (2d8 + 2) slashing damage to cause a sewn creature to no longer be sewn.

Nuibari Wire Creation (1+ Chakra). As a free action, Kushimaru creates 5 feet of metal wire. He may create 5 additional feet of chakra for every 2 additional chakra points spent. Kushimaru may have up to 50 feet of wire in this way.

Nuibari Sew (5 Feet of Metal Wire). One Large or smaller creature must attempt a DC 16 Strength saving throw. On a failure, they are "sewn". A sewn creature may retry this saving throw as an action, ending this effect on a success. While a creature is sewn, Kushimaru may only be as many feet away from the creature as feet of wire remaining.

Nuibari Pull. All sewn creatures must attempt a DC 16 Dexterity saving throw. On a failure, they take 5 (1d8 + 1) magical slashing damage and are moved 15 feet toward one sewn creature of Kushimaru's choice.

Senbon. Thrown Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Kushimaru 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.

Wired Senbon (1 Chakra). As a bonus action immediately before making a senbon attack, Kushimaru's senbon attack ignores half and two-thirds cover.

Vanish (2 Chakra). As a bonus action while lightly obscured, Kushimaru becomes invisible. He remains invisible until he is no longer lightly obscured, takes the attack action, or casts a jutsu.

Killing Intent. Any creatures of Kushimaru's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Kushimaru may do this once, regaining all uses at the end of a long rest. Kushimaru may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Kushimaru is proficient with against a restrained creature, he deals maximum damage and an additional 11 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Kushimaru. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Kushimaru is proficient with.

Flying Revolving Sword (2 Chakra). When Kushimaru makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Kushimaru's choice.

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

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

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

Longsword Ninja Art — Earth Spider Sewing (2 Chakra, 10+ Feet of Wire). As an action, Kushimaru creates a trap in a 5 foot square area, leaving a tail of wire at least 5 feet long for him to grab. Kushimaru may tie multiple traps' tails together. Creatures may attempt a DC 17 Wisdom Perception check to find the trap.

Earth Spider Spring. As a bonus action while holding a trap's wire tail, the creature within the trap must attempt a DC 17 Dexterity saving throw. On a failure, they and their right and left legs take 9 (1d8 + 5) magical slashing damage.

Longsword Ninja Art — Massacre Method Formation (5 Chakra, 10+ Feet of Wire). One creature Kushimaru can touch must attempt a DC 17 Strength saving throw. On a failure, they take 8 (1d6 + 5) magical slashing damage, become restrained, and gain a tail of wire at least 5 feet long to hold on to. On a success, they take half as much damage. They may retry this saving throw as an action, ending its effect early on a success. This effect lasts until Kushimaru drops the wire tail.

Massacre Method Tighten. As a bonus action while Kushimaru is holding the wire tail of one creature restrained by Massacre Method Formation, they take 7 (1d4 + 5) magical slashing damage.

REACTIONS

Substitution (3+ Chakra). When Kushimaru is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Kushimaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kushimaru_kuriare.png
[Source].

A renown jonin of the Hidden Mist, Kushimaru Kuriarare's ability is as obvious as his crime and cruelty. Reveling in crucifying his foes to extend their suffering, often laughing maniacally while doing so, largely beginning with the killing of his teacher when he was still a genin. As a member of the Seven Ninja Swordsman of the Mist, he and Jinpachi Munashi earned the title of the "Heartless Pair".

Serving shortly before the Third Shinobi World War alongside Fuguki Suikazan, Juzo Biwa, Raiga Kurosuki, Jinin Akebino, and Jinpachi Munashi, Kushimaru butchered numerous shinobi. On what was supposed to be a typical mission, he was sent to intercept Team Choza, comprised of its absent leader and the still-growing Might Guy, Ebisu, and Genma Shiranui. Before they could move in, Might Duy arrived, opening all Eight Gates and killing numerous of the Seven Swords, leaving only Fuguki, Juzo, and Raiga alive.

Years after his killer's son had become a man, he was reincarnated by Kabuto, with Zabuza taking the place of Juzo and Mangetsu Hozuki wielding Hiramekarei. Initially slaughtering numerous shinobi of the Allied Shinobi Forces' Short and Mid-Range Attack Division under the Hidden Mist, he was forced to retreat after Zabuza's defeat. Returning at dawn the next day, he despised Kakashi for stealing the Executioner's Blade, vowing to reclaim it for the Mist. While he and Jinpachi were able to easily overwhelm the Copy Ninja, they were swiftly defeated by the combined power of he and Might Guy.


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