Shigure (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Shigure[edit]

Medium humanoid (Human), lawful neutral


Armor Class 15 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 50 ft.


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

Saving Throws Dex +5, Int +4
Skills Acrobatics +5, Perception +2, Persuasion +2, Sleight of Hand +5
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Chakra. Shigure has 15 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Baui has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Umbrella. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning or piercing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Shigure may make 1 additional attack for every additional chakra point spent. Shigure may spend 2 additional chakra to allow her to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range.

Thousand Shuriken of Death (6 Chakra). One creature within 60 ft. must attempt a DC 13 Dexterity saving throw. On a failure, they take 23 (6d4 + 8) piercing damage. On a success, they take half as much damage.

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

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target is restrained until Shigure is not within 5 feet or the beginning of his next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to the genin using this jutsu.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shigure 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 Shigure casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.


Shigure.PNG
[Source].

Leader of the Hidden Rain Village's Team Shigure, Shigure participated in the Hidden Leaf Village's Chunin Exams. During the second phase, his team targeted the Three Sand Siblings in an attempt to pass, only to be killed by Gaara singlehandedly.



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