Nagare (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Nagare[edit]

Medium humanoid (Human), neutral evil


Armor Class 15 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 45 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Con +4, Cha +4
Skills Acrobatics +5, Arcana +5, Athletics +2, History +5
Senses passive Perception 10
Languages Common
Challenge 6 (2,300 XP)


Chakra. Nagare has 18 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Nagare can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

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

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Nagare 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.

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

Transformation (1+ Chakra). Nagare 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, and he can not recreate a magical effect. Creatures must make a DC 13 Investigation check 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). Nagare's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Universal Assimilation (3 Chakra). Nagare touches one material within 5 ft. of him and gains 1 of the following for 1 minute depending on the material touched:

  • Wood: He gains resistance to bludgeoning damage, but vulnerability to fire damage.
  • Stone: He gains resistance to fire damage, but vulnerability to bludgeoning damage.
  • Metal: He gains resistance to non-magical bludgeoning, slashing, and piercing damage, but vulnerability to acid and lightning damage.

Inorganic Reincarnation (4 Chakra). For 1 minute, Nagare may move any one inanimate object that is a 10 ft. cube or smaller not being held or worn by a creature or suspended in the air within 120 ft. up to 20 ft. in any direction at will once on his turn. He may make an unarmed strike using an object by spending 5 feet of the object's movement.

REACTIONS

Substitution (3+ Chakra). When Nagare is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Nagare can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Nagare.png
[Source].

One of Hoki's underlings in the Watari Ninja, Nagare and his partner Hokushin were sent to ensure the squad of genin from the Hidden Leaf Village he had hired to deal with the Cursed Warrior returned to their village, but was deceived by Kakashi into following a group of monkeys instead. When he ambushed Kakashi to keep Hoki's secret safe, he underestimated the legendary jonin, and was quickly defeated.


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