Suika (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.

Suika[edit]

Medium humanoid (Human), chaotic evil


Armor Class 18 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1)

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Deception +6, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Chakra. Suika has 33 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Afterglow. Once per turn when Suika has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.

Terrifying. While frightened of Suika by any means, creatures must attempt a DC 16 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

ACTIONS

Multiattack. Suika can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Suika may make 1 additional attack for every additional chakra point spent. Suika may spend up to 3 chakra when they take 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, Suika 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). Suika 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 16 Investigation check 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). Suika's movement speed doubles, and his movement does not provoke attacks of opportunity.

Summoning Jutsu (2 Chakra). Suika summons a spider anywhere within 5 ft. of him.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Great Fireball (8 Chakra). Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 35 (8d6 + 4) fire damage. Additionally, each creature in a 10-foot radius of the target must make a DC 17 Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.

Five Fire Gods' Fan Flames (14 Chakra). Each creature in a 30 ft. radius of Suika must make a DC 17 Dexterity saving throw, taking 33 (6d8 + 4) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of Suika's next turn.

Killing Intent. Any creatures of Suika's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Suika may do this once, regaining all uses at the end of a long rest.

REACTIONS

Substitution (3+ Chakra). When Suika is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 13) and teleport up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Suika can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Suika_infobox.png
[Source].

Once a jonin from the Hidden Waterfall Village, Suika held little to no value for the authority above him, or much of anyone for that matter, defecting when Shibuki became his village head. Becoming one of the more powerful bandits in the world, Team Kurenai was hired to eliminate him as a threat. While his power was more than enough to equal three young genin, his mockery of Shino's "lackluster" insect usage allowed Kiba and Hinata to blindside him, knocking him unconscious and depositing him in a Land of Waterfalls prison.



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