Suien (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!
LookClosely.png
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.

Suien[edit]

Medium humanoid (human), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 60 (8d8 + 24)
Speed 65 ft.


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

Saving Throws Dex +6, Cha +3
Skills Acrobatics +6, Nature +6, Persuasion +3, Stealth +6
Senses passive Perception 10
Languages Common
Challenge 8 (3,900 XP)


Chakra. Suien has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Suien is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Ninja Speed. Suien can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Multiattack. Suien can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Suien 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.

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

Transformation (1+ Chakra). Suien becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Suien's movement speed doubles, and his movement does not provoke attacks of opportunity.

Empty Cicada Shell (3+ Chakra). As a bonus action, any sound Suien speaks comes from one location of his choice within 30 ft. for 1 minute. He may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. Suien may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.

Summoning Jutsu (16 Chakra). Suien summons Rainenmaru or Konenmaru within 5 ft. of himself.

Water Clone (4+ Chakra/Clone). Suien creates up to five clones. The clones have 30 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Suien controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Suien dismisses them at will, or Suien falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Water clones drop to 0 hit points if they leave a 60 foot radius of Suien.
  • Any effects affecting Suien when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Takigakure Style: Watercutting Sword (4 Chakra). Suien creates any one non-magical weapon of his choice within his hand that lasts for 1 minute. If this weapon leaves his hand, this jutsu immediately ends. When he takes fire damage, he may spend 2 chakra and end this jutsu to slash through the source, halving the damage he takes.

Water Prison (4 Chakra). One creature Suien can touch attempts a DC 14 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 14 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Suien is no longer able to touch the creature, he loses concentration on this jutsu.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Suien. Suien may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Suien's turns for 1 minute (concentration). Suien must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Suien moves more than 5 feet after maintaining this jutsu, he loses concentration.

Water Armor (12 Chakra). Suien gains a +4 bonus to his damage reduction and damage threshold for 1 minute (concentration). When he would lose concentration, he may choose to regain concentration and immediately begin suffocating until this jutsu ends once per use of this jutsu.

REACTIONS

Substitution (3+ Chakra). When Suien is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Suien can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Water Formation Wall (2+ Chakra). When Suien is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Suien. Suien may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Suien's turns for 1 minute (concentration). Suien must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Suien moves more than 5 feet after maintaining this jutsu, he loses concentration.

Suien.PNG
[Source].

Suien came from the Hidden Waterfall Village, where he was close friends with the village head Hisen, even training his son Shibuki to be his successor. However, as the Third Shinobi War ended, Hisen was forced to drink the Hero Water to fend off attackers from the Land of Earth. Realizing that Shibuki was unfit to lead a village in a world of war. After a failed attempt to overthrow his student, he gathered a team of rogue nin consisting of Hisame, Kirisame, Murasame, and a handful of goons. After capturing a large number of civilians, Suien threatened to execute them one-by-one if Shibuki didn't hand over the Hero Water, forcing him to drink it and confront his old teacher. While Shibuki's enhanced form was powerful, Suien came out victorious, allowing him to drink the remaining water. Despite having technically fulfilled his goal, thus failing their mission, Naruto and Sasuke rushed to protect Shibuki, just barely defeating Suien with their combined power. As the Hero Water's temporary power left him, Suien fell to his death down the village's great waterfall.


FairUse.png
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.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: