Suiko (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.

Suiko[edit]

Medium humanoid (human), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 82 (11d8 + 33)
Speed 55 ft.


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

Saving Throws Dex +7, Cha +4
Skills Athletics +11, History +4, Intimidation +4, Nature +4, Perception +4
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. Suiko has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ronin. Once per turn when Suiko has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 2 (1d4) damage.

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

Infinite Armor. Suiko has a +3 bonus to all saving throws to avoid damage.

ACTIONS

Multiattack. Suiko makes 2 unarmed strike, maul, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Suiko 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 Taijutsu Technique (3 Chakra). As a bonus action, Suiko makes two unarmed strikes

Leaf Gust (8 Chakra). Suiko makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Suiko's choice.

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

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Suiko's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Weighted Boulder (7+ Chakra). One creature or object Suiko can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.

Amputation Punishment (2+ Chakra). Suiko jumps up to 20 feet in the air. As a bonus action no later than the end of his next turn, he falls to the ground and makes a maul attack. His critical threshold increases by 1 for this attack, which he may increase by 1 for every 3 additional chakra spent to a maximum critical threshold of 18-20.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Suiko is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained.

Hammer of the Hidden Mist (9 Chakra). Melee Spell Attack: +10 to hit, reach 10 ft. radius. Hit: 5 ((2d6 + 3) / 2) magical bludgeoning damage and the target is knocked prone.

Impervious (10 Chakra). As a bonus action, when Suiko is targeted by a jutsu, its chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. This lasts until the end of his next turn.

REACTIONS

Substitution (3+ Chakra). When Suiko is hit by an attack and would take damage, they decrease the damage by 14 (1d10 + 9) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Suiko can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Suiko_full.png
[Source].

One of four great warriors from Takumi Village, a small village in the Land of Rivers renown for producing many high-quality ninja tools, as well as being attacked once a nation began losing a war, Suiko dedicated his life to doing whatever was necessary for his village, joining the Four Celestial Symbols to execute a single goal; resurrecting Seimei, their village's founder and greatest warrior through Shukaku's power. After dealing with Rock Lee rather quickly, he stalemated Gaara due to their matched defensive capabilities. It took Gaara awakening a completely new attack, Ultimate Attack: Spear of Shukaku, to overcome Suiko's defenses, killing him in the process.


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