Nurari (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.

Nurari[edit]

Medium humanoid (Human), chaotic neutral


Armor Class 16 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 14 (+2) 12 (+1) 11 (+0)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Perception +5, Sleight of Hand +6, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Nurari has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Black Chakra. Some of Nurari's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Nurari can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Nurari has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

Cursed Mark. When Nurari is reduced to half his maximum chakra points, he must attempt a DC 15 Wisdom saving throw. On a failure, he gains the following:

  • Nurari's maximum hit points are decreased by 3 (1d4 + 1) at the end of each of his turns, and he gains an equal number of black chakra. Nurari's hit point maximum returns to normal at the end of a long rest.
  • Nurari's Intelligence increases by 2 to a maximum of 24, and thus any jutsu attack and damage rolls and DC are increased by +1.
  • In order to end this feature, Nurari must succeed a DC 15 Charisma saving throw as an action.

ACTIONS

Multiattack. Nurari makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Nurari may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Nurari 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). Nurari becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them 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). Nurari's movement speed doubles, and their movement does not provoke attacks of opportunity.

Slime Suit (8 Chakra). Nurari's reach increases by +5 feet, he counts as 1 size smaller when squeezing, and he counts as being heavily obscured while within water for 1 minute.

Viscous Water Mass (20 Chakra). While Slime Suit is active, any creatures within 5 ft. of Nurari, including himself, gain a damage reduction of 5. If they already had a damage reduction, they gain a +5 bonus to it instead. Nurari may end this jutsu early as a bonus action to force one creature within 30 ft. he can see to attempt a DC 14 Strength saving throw. On a failure, they are restrained and knocked prone for 1 minute. They or a creature that can touch them may retry this saving throw as an action.

REACTIONS

Substitution (3+ Chakra). When Nurari is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Nurari can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Nurari.PNG
[Source]

During Kabuto and Guren's to capture the Three-Tails, Gozu, Rinji, Kigiri, Kiho, and Nurari were "recruited" for their ability to slaughter their fellow prisoners in one of Orochimaru's labs. En route to their destination, Team Guren, Kabuto, and Yukimaru, the crux of the plan, were attacked by the Hidden Leaf Village's Team 8 and Kakashi. Easily being defeated by Kiba, Rock Lee, and Tenten, Nurari and his squad barely made their way back to their hideout. Taking advantage of their injured state, Kabuto implanted Kigiri, Nurari, and Nurari with a Cursed Mark, enhancing their strength and loyalty after they attempted to escape, nearly being killed by the mark activating to tear through their bodies. Being redeployed against the Leaf shinobi, Nurari battled Shino, who burrowed through his defenses. With no other choice, he absorbed his fallen comrades and used their combined powers to easily defeat Kakashi before being sent to restrain the Three-Tails, where they were killed in battle.

Variant: Casualty Puppet

While Nurari's abilities after using Casualty Puppet were never fully shown, and thus weren't adapted for his stat-block, they can be generally assumed. Nurari after absorbing Kigiri and Kiho gains the following feature:

Casualty Puppet. Nurari has two corpses on his back. Each corpse has 16 AC and 9 hit points. Nurari may make an additional action or reaction for each corpse, but must spend 1 + the number of corpses chakra points per additional action or reaction, regaining all uses at the beginning of his next turn. After spending this chakra, Nurari must attempt a DC 15 Charisma saving throw. On a failure, he goes berserk until the end of his next turn.

Additionally, he gains the following actions:

Vanishing Smoke Prison (8 Chakra). Nurari creates a 40 ft. radius cloud of smoke around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 10 ft., and any scents and sounds can not be detected within this cloud. Additionally, any creatures who are breathing when this jutsu is cast must attempt a DC 15 Constitution saving throw, being stunned until the end of their turn on a failure.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 14 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. Nurari may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.

Dark Smoke Sphere (3 Chakra). When Nurari makes an unarmed strike, he instead causes a 10 ft. radius centered on one point within 60 ft., which spreads around corners, to become heavily obscured by smoke until the end of Nurari's next turn.

Smoke Dragon (15 Chakra). Nurari forms a dragon from smoke within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to cold damage, immune to non-magical and fire damage, not being able to move, and having 90 hit points and 16 AC, it has the same statistics as him. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two choke attacks.
    • Bite deals 8 (2d4 + 3) magical piercing damage
  • Choke. causes the target to become stunned and begin suffocating.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. All creatures within a 30 ft. radius must attempt a DC 14 Constitution saving throw. On a failure, they become stunned and begin suffocating for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.



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