Mei (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.

Mei Terumi[edit]

Medium humanoid (Terumi), lawful neutral

Armor Class 20 (Natural Armor)
Hit Points 104 (19d8 + 19)
Speed 60 ft.

12 (+1) 18 (+4) 12 (+1) 18 (+4) 15 (+2) 10 (+0)

Saving Throws Dex +10, Int +10
Skills Arcana +10, Deception +6, Investigation +10, Perception +8, Stealth +10
Senses passive Perception 18
Languages Common
Challenge 19 (22,000 XP)

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

Specialized Chakra. Mei has 13 specialized chakra points which she can expend on jutsu labeled Vapor Style. All chakra points are regained at the end of a long rest.

Evasion. When Mei 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. Mei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


Multiattack. Mei makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Mei 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 Ninjutsu Technique (1 Chakra). As a bonus action, Mei 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). Mei becomes identical to a person, creature or non-magical object she has 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 18 Investigation check realize that she is transformed. If the creature saw Mei 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). Mei's movement speed doubles, and her movement does not provoke attacks of opportunity.

Vapor Style Aura. As a bonus action, Mei begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if she stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) acid damage. Any attacks made against Mei by creatures inside this area have disadvantage, and if she is subject to a saving throw caused by a creature inside this area, she has advantage.

Vapor Style: Sinful Lotus (20 Chakra). For 1 minute (concentration), Mei may replace any unarmed strike she makes with forcing every creature within 5 feet of a point within 30 feet to make a 19 Dexterity saving throw. On a failure, they take 10 ((4d4 / 2) + 5) magical bludgeoning damage. Additionally, they must attempt a DC 19 Constitution saving throw, taking 4 (1d8) poison damage and being poisoned for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Vapor Style: Solid Fog (5+ Chakra). Mei creates a 15 foot radius of fog that lasts for 1 minute (concentration). When she casts this jutsu, and again at the beginning of each of her turns, any creatures within the cloud without this jutsu must succeed a DC 21 Constitution saving throw with disadvantage. On a failure, they take 7 (1d4 + 5) acid damage and are blinded for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Mei may increase this jutsu's damage by 2 (1d4) for every 3 additional chakra points, or decrease it by 2 (1d4), causing Mei to regain 3 chakra points, as a bonus action. If Mei reduces this jutsu below 0 chakra, it automatically ends.

Vapor Style: Dissolving Exploding Acid (3 Chakra). As a bonus action while Solid Fog is active, one creature within range must attempt a DC 19 Strength saving throw. On a failure, they take Solid Fog's damage, the die of which increases to d6's. On a success, they take half as much damage. Immediately after using this jutsu, Solid Fog ends.

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

Melting Apparition (1 Chakra). Ranged Spell Attack: +11 to hit, range 10 ft., one target. Hit: 8 (1d6 + 5) acid damage. This jutsu can melt locks or doors that are no more than 3 inches thick or made of adamantine.

Flowing Crest (3 Chakra). Ranged Spell Attack: +11 to hit, range 20 ft., one target. Hit: 8 (1d6 + 5) acid damage. This has advantage against creatures within 10 feet. This jutsu can melt locks or doors that are no more than 3 inches thick or made of adamantine.

Water Bullet (10 Chakra). Ranged Spell Attack: +10 to hit, range 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning and 7 (2d6) cold damage and must make a DC 18 Strength saving throw or be pushed back 10 feet and fall prone.

Water Dragon (15 Chakra). Mei forms a dragon from water within 60 ft. for 1 minute (concentration). She 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 her. It acts on her initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 3 (1d6) piercing damage
    • Claw deals 2 (1d4) 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 40 (8d8 + 4) cold damage on a successful hit.


Substitution (3+ Chakra). When Mei is hit by an attack and would take damage, she decreases the damage by 24 (1d10 + 19) 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. Mei can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


Born in the Bloody Mist era of the Hidden Mist Village, Mei Terumi is among the rare few shinobi capable of mastering multiple Kekkei Genkai. Following the discovery of Yagura's death, Mei used her unique skill set, along with support from Chojuro and Ao, to become Fifth Mizukage. Nearly closing off the entire village during the massive overhauls in governance following ending the era of the Bloody Mist, her first international action as Mizukage was attending the Five Kage Summit to discuss destroying the Akatsuki. When Sasuke attacked the summit in order to kill Danzo, her Lava and Vapor Style ninjutsu were strong enough to easily damage his Skeletal Susano'o. Agreeing to create the Shinobi Alliance to fight the Fourth Shinobi World War, she acted as protector of the Daimyo of all five nations. When a squad of white zetsu led by Black Zetsu attacked, Chojuro and one of Naruto's shadow clones protected the front, allowing Mei to join the front in order to battle the newly resurrected Madara. While her and the other five kage were able to hold him off at first, he quickly overpowered them using his full power. As she lay, bleeding out, it was only by Karin and Orochimaru that the kage survived. Following the end of the war, she stepped down, having not only been surpassed in strength by Chojuro, but being exhausted from her constant efforts to reunify her nation.

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