Muta (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.

Muta Aburame[edit]

Medium humanoid (Aburame), chaotic good


Armor Class 16 (Natural Armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 8 (-1)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Arcana +6, Investigation +6, Sleight of Hand +6, Stealth +6
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)


Chakra. Muta has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Hive Body. When Muta casts a jutsu, he may cast it from his space or any of his swarms' spaces. Muta's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Muta takes the Attack action, they may make attacks as well. These attacks count as Muta'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 Muta's jutsu save DC (14). Their bites count as unarmed strikes for all of Muta's features and jutsu except his unarmed strike damage die.

ACTIONS

Multiattack. Muta can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Muta 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.

Create Swarm (2+ Chakra). As an action or bonus action, Muta creates one swarm of shokaichu 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 Muta created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Human Cocoon (3+ Chakra). Muta 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 Muta 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. Muta may end this jutsu early as an action.

Transformation (1+ Chakra). Muta 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 14 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). Muta's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Muta 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.

REACTIONS

Substitution (3+ Chakra). When Muta is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 5) 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. Muta can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Aburame_Muta.png
[Source].

Despite only being genin-level in power, Muta Aburame is ranked as a special jonin in the Hidden Leaf Village due to being a complete master of stealth and tracking. Despite his skill, he is among the few Aburame jonin to remain completely loyal to his clan leader, Shibi, instead of Root's director Danzo Shimura. When forced to fight, such as in his fight against Konan during Pain's assault, he is often joined by companions, such as Shibi and Shino in the prior example. Being sent to investigate Kabuto Yakushi's whereabouts with Anko Mitarashi in Orochimaru's prior hideouts shortly after, but only found bodies, leading him to wonder if the boy had joined sides with Madara. Just before the dawn of the Fourth Shinobi World War, it was his very shokaichu that discovered the mass of white zetsu under the Mountains' Graveyard, but was ordered by Anko to leave her behind to relay the message back to the Allied Shinobi Forces. Fleeing the scene, he was quickly separated by his Hyuga ally, who was comparable to Neji in strength, and forced to fight the reincarnated Sasori. Ordering his own insects to leave him behind and take a scroll containing the information they had gathered back to his commanders, he was turned into a living puppet. Forced to fight his allies, it was only thanks to Kankuro that he survived the war.


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