Shibi (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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.

Shibi Aburame[edit]

Medium humanoid (Aburame), chaotic good

Armor Class 20 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 60 ft.

12 (+1) 18 (+4) 12 (+1) 19 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +10, Int +10
Skills Acrobatics +10, Arcana +10, Investigation +10, Sleight of Hand +10, Stealth +10
Senses passive Perception 11
Languages Common
Challenge 18 (20,000 XP)

Chakra. Shibi has 57 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Hive Body. When Shibi casts a jutsu, he may cast it from his space or any of his swarms' spaces. Shibi's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Shibi takes the Attack action, they may make attacks as well. These attacks count as Shibi's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Shibi's jutsu save DC (18). Their bites count as unarmed strikes for all of Shibi's features and jutsu except his unarmed strike damage die. Additionally, Shibi may communicate telepathically with his swarms.

Insect Divebomb. When Shibi damages a creature within one of his swarm's reach, the target takes additional damage equal to half the swarm's unarmed strike damage. Additionally, his swarm's attacks deal an additional 3 (1d4) damage when they have advantage, and he may walk on his swarms as if they were solid terrain.


Multiattack. Shibi can make three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Shibi 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.

Floating Bugs (3 Chakra). As a bonus action, Shibi may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Create Swarm (2+ Chakra). As an action or bonus action, Shibi creates one swarm of kikaichu, or kidaichu for 2 additional chakra, anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 5 hit points (10 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm Shibi created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Split Swarm. As a bonus action, Shibi splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action.

Combine Swarm. As a bonus action while two of Shibi's swarms are within 5 ft. of each other, Shibi may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain the best of both swarm's features, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain 7 temporary hit points that are lost when they defuse.

Human Cocoon (3+ Chakra). Shibi creates a cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon.

Insect Repellant (15 Chakra). While Shibi has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (75 total) for 1 minute. Shibi may end this jutsu early as an action.

Secret Technique: Bug Skin Technique (8 Chakra). Shibi gains resistance to bludgeoning, piercing, and slashing damage, and his unarmed strikes deal additional damage equal to one of his swarms' Bites attack.

Insect Clone Technique (2 Chakra). As a bonus action, one of Shibi's swarms can not be distinguished from Shibi in any way other than its size category, even magically, without destroying it. As a reaction for 4 chakra when the swarm drops to 0 hit points, Shibi may form another swarm with half as many hit points under the effects of this jutsu anywhere within 15 ft. of the original.

Secret Technique: Insect Jar Technique (8 Chakra). As an action or a reaction to being targeted by an effect, Shibi creates a 15 foot radius dome of insects. Each dome the same AC and hit points as one of his Small swarms. Nothing can pass through this sphere without him allowing it to. Creatures that attempt to must attempt a DC 19 Strength saving throw, taking 9 (1d8 + 5) slashing damage, not passing through the sphere, and being unable to attempt to cross the sphere until the beginning of their next turn on a failure. Area of effects from outside of the sphere do not target creatures inside the sphere, and area of effects from inside the sphere do not target creatures outside the sphere. Creatures within the dome when it drops to 0 hit points are not targeted by the affect that did so.

Secret Technique: Insect Gathering (9 Chakra). Shibi becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings.

Insect Pillar (3 Chakra). As a bonus action, one of Shibi's swarms extends its size upwards a number of feet equal to its flying speed until the end of Shibi's turn, forcing all targets within its space to make a DC 19 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much damage.

Parasitic Destruction Insects: Eclipse (5 Chakra). On the same turn as Shibi used Insect Pillar, the same swarm loses its upward size increase and all creatures in a radius equal to its flying speed, as well as those within its space, must attempt a DC 19 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much.

Spindle Formation (9+ Chakra). One creature within 40 feet must attempt a DC 19 Dexterity saving throw. On a failure, they are incapacitated for 1 minute (concentration). The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Shibi may target one additional creature with this jutsu for every 2 additional chakra points spent.

Secret Technique: Insect Sphere (12+ Chakra). One creature within 20 feet must make a DC 19 Strength saving throw. On a failure, they become restrained and take one of Shibi's swarm's bite damage at the beginning of each of Shibi's turns for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Shibi may target one additional creature with this jutsu for every 2 additional chakra points spent.

Secret Technique: Leaching Insects (8 Chakra). As a bonus action, a creature restrained by Secret Technique: Insect Sphere must attempt a DC 19 Constitution saving throw. On a failure, they lose 2 (1d4) chakra points, and one of Shibi's swarms regains an equal number of chakra points. Shibi may choose for the swarm to not regain chakra points to cause the target to lose twice as many.

Memetic Insects: Crawl (2 Chakra). Shibi destroys one instance of Secret Technique: Insect Sphere. All creatures within the sphere must attempt a DC 19 Strength saving throw. On a failure, they take damage equal to 5 + the sphere's AC + twice the sphere's remaining hit points. On a success, they take half as much damage.

Insect Tornado (10 Chakra). Shibi creates a 15 ft. radius vortex anywhere within 40 feet that lasts for 1 minute (concentration). Shibi may move it up to 40 feet as a bonus action. If the tornado passes through a creature or vice-versa, they must attempt a DC 19 Constitution saving throw, taking 34 (6d8 + 5) poison damage and becoming poisoned until this jutsu ends on a failure. The creature can only be subjugated to the damage and saving throw once per round.

Transformation (1+ Chakra). Shibi becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 18 Investigation check to realize that he is transformed. If the creature saw him 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). Shibi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shibi 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.


Substitution (3+ Chakra). When Shibi is hit by an attack and would take damage, he decreases the damage by 23 (1d10 + 18) 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. Shibi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


An accomplished jonin of the Hidden Leaf Village and the "Pride of the Aburame", Shibi became the clan head of the Aburame clan at a relatively young age compared to the other clan heads. Raising both his biological son Shino and adopted son Torune with the same analytical care his clan had done for generations. When Danzo came to forcefully recruit one of his sons, Torune offered himself, and Shibi mourned losing a son. Working closely with his remaining son, the two went on numerous missions together. During the Konoha Crush when the two were separated, Shibi took out numerous Sand and Sound shinobi, reconvening with just enough time to save his son from Kankuro's poison. Years later after numerous missions, he, Shino, and Muta Aburame held off Konan's numerous clones, but were unsuccessful in taking her down before their village was leveled by Pain, though all three ultimately survived to watch Naruto fight him. During the Fourth Shinobi World War, Shibi was finally convinced of his son's strength, leaving him to protect Naruto and Killer B from being detected by the Akatsuki. However, when both truth and lie failed in convincing the youth, and even his kikaichu failed to handle the Nine-Tails' chakra, he was forced to allow the jinchuriki to fight. Leaving the island to fight in the war himself, he arrived on the front line, taking down numerous of the Ten-Tails' spawn before being trapped in the Infinite Tsukuyomi. Being freed by Naruto and Sasuke shortly after, he spent a few years as clan head before succeeding authority to his son.

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!