Nara Shinobi (5e Creature)

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Nara Shinobi[edit]

Medium humanoid (Human), lawful neutral

Armor Class 15 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 40 ft.

12 (+1) 18 (+4) 14 (+2) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Dexterity +7, Wisdom +5
Skills Acrobatics +7, Perception +5
Senses passive Perception 15
Languages Common
Challenge 8 (3,900 XP)

Chakra. The Nara has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. The Nara can sense chakra and magical effects within 30 feet of him.

Evasion. When the Nara 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.


Multiattack. The Nara can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Shadow Possession (5 Chakra). One creature within 30 ft., or 60 ft. in dim light, must attempt a DC 16 Dexterity saving throw. On a failure, they move and act in the same manner as the Nara, and do so on their turn, for 10 minutes (concentration). They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early on a success. If they leave this jutsu's range, this effect ends immediately. They may half this jutsu's duration and triple its cost to change this jutsu to a radius.

Shadow Strangle (4 Chakra). While a creature is under the effects of Shadow Possession, they take 11 (1d12 + 5) force damage at the end of any of their turns of the Nara's choice.

Shadow Gathering (2-20 Chakra). The Nara creates a number of tendrils equal to half the amount of chakra spend within 30 ft., or 60 ft. in dim light that last for 10 minutes (concentration) or until they are out of range. They have a reach of 10 ft., and can make attacks with +7 to hit that deal 9 (1d10 + 4) piercing damage on the Nara's turn.


Shadow Piercing (2 Chakra). One creature within 30 ft., or 60 ft. in dim light, must attempt a DC 16 Dexterity saving throw. On a failure, they take 10 (1d10 + 5) necrotic damage.

Two Nara clan members in battle, Source [[1]].

One of the great shinobi clans of the Hidden Leaf Village, the Nara clan has honed one of the few known Yin Style jutsu that allows the user to manipulate their shadows to harm and control others. Due to their legendary involvement in the Ino-Shika-Cho formation, the clan head and a many of their most prominent family members are given names begin with the syllable Shika, including Shikaku, Shikamaru, and Shikadai.

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