Nine-Tailed Clone, Ama no Hoko (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.

Nine-Tailed Clone, Ama no Hoko[edit]

Gargantuan humanoid (Uzumaki), chaotic evil


Armor Class 19 (Natural Armor)
Hit Points 165 (22d8 + 66)
Speed 80 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 11 (+0)

Saving Throws Con +9, Cha +6
Skills Acrobatics +9, Arcana +9, Intimidation +6, Stealth +9
Senses passive Perception 12
Languages Common
Challenge 20 (25,000 XP)


Chakra. The clone has 70 red chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When the clone is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

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

Tailed Beasts. The clone must spend 1 less chakra on all jutsu (included in actions), he regains 10 hit points at the start of each of his turns, he has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.

Reptilian. At the beginning of each of his turns, the clone may reduce his reach by 5 ft. to grant himself 20 temporary hit points.

ACTIONS

Multiattack. The clone makes 3 attacks with its unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Naruto 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.

Hidden Chakra. The regains 20 red chakra. He may use this once, regaining all uses at the end of a long rest.

Tailed Beast Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. The clone can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. The clone may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Tailed Beast Bomb (19 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from the clone must succeed a DC 18 Dexterity saving throw. On a failure, they take 63 (10d10 + 4) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.

Spear of Heaven Nine-Tails Beam (18 Chakra). Every creature within a 60 ft. line must attempt DC 18 Dexterity saving throw, taking 67 ((2d6 x 9) + 4) force damage on a failure, or half as much on a success.

Basic Taijutsu Technique (2 Chakra). As a bonus action, the clone makes two unarmed strikes

Leaf Gust (7 Chakra). The clone makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (4 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of the clone's choice.

Shadow of the Dancing Leaf (2 Chakra). As a bonus action, the clone 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 the clone 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.

Leaf Rock-Destroying Rise (3 Chakra). As a bonus action, the clone's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (1 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage. The clone may fly up to 30 feet before making this attack.

REACTIONS

Tailed Beast Shockwave (7+ Chakra). When the clone is targeted by a ranged attack, the attack misses and each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. The clone can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 23 chakra is spent, the ground and buildings within range take double damage.

Seven-tailed_Naruto_clone.png
The nine-tailed clone atop the Ama no Hoko,[Source].

After absorbing the energy of an ancient superweapon known as the Ama no Hoko, the Nine-Tailed Clone lost its mind to the power, taking on a form similar to a reptilian version of the true Nine-Tails. On par with a true Tailed Beast, he could have ended the war in the Akatsuki's favor had he not been stopped by Naruto, utilizing an incomplete version of Kurama Chakra Mode.


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