Pain, Deva Path (Shinobi World Supplement)
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Deva Path of Pain
Medium humanoid (Path of Pain), lawful good
Armor Class 18 (Natural Armor)
Saving Throws Dex +8, Cha +5
Chakra. The Deva Path has 10 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Ninja Speed. The Deva Path can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Endurance. When the Deva Path is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Rinne Six Paths. The Deva Path has a shared field of vision with the other Paths of Pain and can only be killed by taking 40 damage from a single source, or if the receiver inside it is destroyed. Creatures must succeed a DC 19 Arcana or Medicine check as an action to find and be able to attack their receiver. If a path gains chakra points or dies, its chakra points are divided evenly among any remaining paths.
Chakra Sense. When the Deva Path takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.
Multiattack. The Deva Path makes 3 attacks with his unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.
Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage. The Deva Path may make 1 additional attack for every additional chakra point spent.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Deva Path can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.
Transformation (1+ Chakra). The Deva Path becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 19 Investigation check realize that she is transformed. If the creature saw her performing the jutsu, they automatically succeed. This does not change statistics.
Body Flicker (3 Chakra). The Deva Path's movement speed doubles, and her movement does not provoke attacks of opportunity.
Chakra Detection. As a bonus action, the Deva Path attempts an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.
Deva Path: Shinra Tensei (5+ Chakra). Every creature within a 5 ft. radius up to 30 ft. from the Deva Path must succeed a DC 19 Strength saving throw or take 12 (2d6 + 5) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Nagato may not use a Deva Path jutsu again until the beginning of his next turn.
Deva Path: Banshō Ten'in (2+ Chakra). Any creature of the Deva Path's choice within a 10 ft. radius up to 30 ft. from the Deva Path must succeed a DC 19 Strength saving throw or be pulled towards him. Nagato can increase this jutsu's range by 5 feet for every additional chakra point spent. Nagato can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.
Deva Path: Chibaku Tensei (30+ Chakra). The Deva Path launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a DC 19 Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or the Deva Path ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. The Deva Path may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a DC 19 Strength saving throw or take 36 (8d6 + 5) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a DC 19 Dexterity saving throw or take 43 (10d6 + 5) bludgeoning damage from the impact. On a success, creatures take half damage.
Deva Path: Flight (5+ Chakra). Until the beginning of his next turn, the Deva Path gains a 5 ft. flying speed. He may increase this flying speed by 5 ft. for every additional chakra point spent. After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.
Substitution (3+ Chakra). When the Deva Path is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. The Deva Path can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Deva Path: Shinra Tensei (10+ Chakra). When the Deva Path is targeted by an attack, every creature within a 5 ft. radius up to 30 ft. from the Deva Path must succeed a DC 19 Strength saving throw or take 12 (2d6 + 5) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Nagato may not use a Deva Path jutsu again until the beginning of his next turn.
Becoming the new leader of the Akatsuki, Nagato converted Yahiko's body into his first and most powerful conduit of his power; the Deva Path. Acting as what most would recognize as Pain, an alias used by Nagato for his six paths, the Deva Path lead the Akatsuki as an organization, fulfilling Nagato's wishes for Yahiko to still be their leader. Following the deaths of most of the Akatsuki and overseeing the other Paths of Pain kill Jiraiya, the Deva Path and Konan handled the capture of Utakata's Six-Tails before invading the Hidden Leaf Village with all six paths and Konan. After the Nine-Tails' jinchuriki refused to show himself, discovering that his location from Shizune using the Naraka Path, and realizing that many Leaf shinobi had figured out his secret, the Deva Path funneled all of his power into a single Shinra Tensei, turning the village into a crater. As Naruto arrived in his mastered Sage Mode, most of the Six Paths of Pain were destroyed, leaving only the Deva Path, who now had an extended chakra supply. After incapacitating him with black receivers, Nagato recognized Naruto as one of Jiraiya's students, explaining his Akatsuki's goal of creating weapons out of the Tailed Beasts for the Five Great Nations to use to completely destroy themselves in one final war, asking Naruto if he had any better plan to achieve the peace their master wanted them to. Mid-explanation, he was attacked by Hinata, who professed her love to Naruto before the Deva Path seemingly killed her with ease, sending Naruto into a rage. Accidentally leading Naruto to Nagato's location, he exhausted himself with a Chibaku Tensei that was useless against a near fully-manifested Nine-Tails, leaving him too drained to defeat Naruto in his base form when he regained control.
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