Pain, Naraka Path (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.

Naraka Path of Pain[edit]

Medium humanoid (Path of Pain), lawful good


Armor Class 17 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 20 (+5) 11 (+0) 8 (-1)

Saving Throws Dex +7, Cha +4
Skills Acrobatics +7, Arcana +10, Deception +4, Perception +5
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. The Naraka Path has 53 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

Endurance. When the Naraka 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 Naraka Path has a shared field of vision with the other Paths of Pain. Each path can only be killed by taking four times as much damage as chakra points it has from a single source, or if the receiver inside it is destroyed. Creatures must succeed a DC 18 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 Naraka 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.

ACTIONS

Multiattack. The Naraka Path makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage. The Naraka Path may make 1 additional attack for every additional chakra point spent.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Naraka 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 Naraka 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 18 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 Naraka Path's movement speed doubles, and her movement does not provoke attacks of opportunity.

Chakra Detection. As a bonus action, the Naraka 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.

Jigokudo (25 Chakra). All creatures the Naraka Path is grappling, must succeed a DC 18 Wisdom saving throw or become paralyzed. While the creature is paralyzed, the Naraka Path may question it at will. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, they take 32 (6d8 + 5) psychic damage and they are no longer paralyzed. If the creature answered truthfully, they gain 1 level of exhaustion and are no longer paralyzed. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language with the Naraka Path is immune to this effect.

Jigokudo Healing (25 Chakra). The Naraka Path targets one creature within 10 feet. At the beginning of the Naraka Path's next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state.

REACTIONS

Substitution (3+ Chakra). When the Naraka Path is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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 Naraka Path can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Naraka_Mobile.png
[Source].

During Jiraiya's travels, he met a priest from a destroyed village. After trading ideas as fellow wanderers, they parted ways. Years later, the puppeteer was confronted by Pain, who sought another strong body. Becoming the Naraka Path, Pain's main healing path, the Naraka Path restored the other paths to fighting strength and killed numerous shinobi during Pain's assault on the Hidden Leaf Village before being defeated by Naruto.



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