Six Paths of Pain (5e Creature)

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Pain[edit]

Medium humanoid (Human), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 20 (+5) 18 (+4) 12 (+1)

Saving Throws Dexterity +15, Wisdom +15
Skills Acrobatics +10, Perception +8, Intimidation +7,
Senses passive Perception 18, Truesight 120 feet.
Languages Common
Challenge 15 (13,000 XP)


Chakra. The Six Paths of Pain collectively have 90 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. The Six Paths of Pain can sense chakra and magical effects within 100 feet of them.

Shared Vision. Each Path of Pain can see and sense anything that the other Paths can.

Divided Paths. Each Path of Pain has access to one Path, as indicated on this page by being under larger text.

ACTIONS

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

Deva Path The Deva Path of Pain can use Shinra Tensei, Bansho Ten'in, and Chibaku Tensei.

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 18 Strength saving throw. On a failure, they are pushed to the closest edge of this action's range and take 2d6 + 1d6 per additional chakra point spent force damage. If 20 or more chakra is spent on this jutsu, objects take twice as much damage.

Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 18 Strength saving throw. On a failure, they moved any distance toward the Deva Path of his choice in the most direct path possible.

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 18 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 HP is destroyed, or the Deva Path ends it early. It is immune to Psychic 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 Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.


Asura Path The Asura Path of Pain can use Weaponsmith

Four-Armed Asura (2 Chakra). The Asura Path grows 4 additional arms.

Weaponsmith (2 Chakra). The Asura Path transforms one of his arms into one weapon of his choice. He can not be disarmed of this weapon.

Reinforced Asura (5 Chakra). The Asura Path gains +5 AC for 1 minute or until he runs out of chakra.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 19 (3d8 + 5) magical bludgeoning damage.

Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a DC 18 Dexterity saving throw. On a failure, they take 20 (4d6 + 5) force damage. On a success, they take half as much.


Human Path The Human Path of Pain can use Absorption Soul Technique.

Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a DC 18 Wisdom saving throw. On a failure, they take 24 (4d8 + 5) psychic damage and the Six Paths of Pain learn a portion of their knowledge. On a success, they take half as much damage.


Animal Path The Animal Path of Pain can use Rinnegan Summoning.

Rinnegan Summoning (1+ Chakra). The Animal Path summons one creature of his choice to an open space within 15 feet, spending a number of chakra equal to their CR. This creature has the Six Paths of Pain's Shared Vision and Chakra Sense feature, becomes Huge if it is not larger, and is charmed by them. This action can only be used up to 5 times. He may also spend 10 chakra to summon the other Paths of Pain to him.


Preta Path The Preta Path of Pain can use Seal Jutsu Absorption.

Seal Jutsu Absorption. One creature within 5 feet of the Preta Path must succeed a DC 18 Constitution saving throw. On a failure, they lose 22 (3d8 + 8) chakra points.


Naraka Path The Naraka Path of Pain can use Jigokudo.

Jigokudo (25 Chakra). While grappling another creature, the Naraka Path summons a massive disfigured head. The grappled creature must succeed a DC 22 Wisdom saving throw. On a failure, they are paralyzed until the end of their next turn. As an action, the Naraka Path can ask the creature a question. If they answer truthfully or succeed a DC 22 Deception check, they gain 1 level of exhaustion. If they lie and fail the check, they take 42 (6d8 + 5) psychic damage. If this reduces a creature to 0 hit points, they die instantly.


Outer Path The Outer Path of Pain can use Black Receivers, Demonic Statue Chains, Rinne Six Paths, Rinne Rebirth.

Multiattack. The Outer Path can make 8 Black Receiver or 4 Demonic Statue Chain attacks.

Black Receivers (10 Chakra). Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage and the receiver stays in their body. Each receiver has an AC of 23 and 5 hit points. The Outer Path can spend 1 chakra as an action to deal 1d4 fire per receiver to and reducing the movement speed by 20% per receiver until the beginning of his next turn of every creature of his choice with receivers in their body.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +10 to hit, range 100 ft., one target. Hit: 45 (5d8 + 5) psychic damage and is grappled by the Outer Path for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, the Outer Path can deal 14 (2d8 + 5) psychic damage to affected creatures.

Rinne Six Paths. Over 1 minute, the Outer Path can convert one corpse into a Path of Pain that does not exist yet.

Gedo Art of Rinne Rebirth. The Outer Path resurrects any number of creatuers as per the True Resurrection spell without the 200 year limit. He dies immediately after using this jutsu. He can only be resurrected by the Wish spell or a similar effect.

REACTIONS

Seal Jutsu Absorption. When the Preta Path is targeted by a jutsu that deals damage, he may erect a barrier, reducing its amount of chakra by 22 (3d8 + 8) chakra points, regaining half as much. If this reduces the jutsu to 0 chakra, it is completely dissipated.

Pein_Rikud%C5%8D.png Nagato.png
The Six Paths of Pain (above) and the Outer Path (below), Source [[1][2]].

Nagato, also known as the Outer Path, was originally the second in command of the Akatsuki. His talent with the Rinnegan, unknowingly given to him by Madara Uchiha, made him the unarguably strongest of the early Akatsuki's forces. When they were betrayed by Hanzo the Salamander, his commander Yahiko, whom he and Konan considered a brother, decided to kill himself, rather than have Hanzo destroy the organization, Nagato unlocked the powers of the Outer Path, obliterating Hanzo's forces after they betrayed him and converting Yahiko into the Deva Path (center left). From then on, he dedicated the Akatsuki to rounding up the Tailed Beasts and concentrating them into superweapons.



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