Suzumebachi (Shinobi World Supplement)
Suzumebachi[edit]
Medium humanoid (Kamizuru), chaotic good Armor Class 17 (Natural Armor)
Saving Throws Int +7, Wis +5 Chakra. Suzumebachi has 30 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Suzumebachi is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Suzumebachi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Hive Body. When Suzumebachi casts a jutsu, she may cast it from her space or any of her swarms' spaces. Suzumebachi's swarms are controlled by her, act on her turn, and use her actions and bonus actions. When Suzumebachi takes the Attack action, they may make attacks as well. These attacks count as Suzumebachi's for the sake of how many attacks she can make when you take the Attack action. Any DCs the insects have are equal to Suzumebachi's jutsu save DC (15). Their bites count as unarmed strikes for all of Suzumebachi's features and jutsu except her unarmed strike damage die. Additionally, Suzumebachi may communicate telepathically with her swarms. ACTIONSMultiattack. Suzumebachi can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Suzumebachi may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit. Floating Bugs (3 Chakra). As a bonus action, Suzumebachi may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute. Create Swarm (4+ Chakra). As an action or bonus action, Suzumebachi creates one swarm of bees anywhere within 5 ft. of her that has as many chakra points as she spent. These swarms have an additional 3 hit points (8 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly. Destroy Swarm. One swarm Suzumebachi created that is within 5 feet of her is destroyed, causing her to regain any chakra they still have. Split Swarm. As a bonus action, Suzumebachi splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action. Combine Swarm. As a bonus action while two of Suzumebachi's swarms are within 5 ft. of each other, Suzumebachi may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain the best of both swarm's features, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain 7 temporary hit points that are lost when they defuse. Honey Creation (5 Chakra). Suzumebachi creates 1 day's worth of food in honey for up to 4 Medium creatures. Human Cocoon (3+ Chakra). Suzumebachi creates a cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon. Insect Repellant (15 Chakra). While Suzumebachi has no swarms created, she loses the ability to create insects, but her chakra cannot be sensed, she gains advantage on Stealth checks, and her movement speed increases by +15 feet (55 total) for 1 minute. Suzumebachi may end this jutsu early as an action. Secret Technique: Insect Gathering (9 Chakra). Suzumebachi becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of her, as well as any other time-relevant unusual happenings. Bee Bomb (5 Chakra). One of Suzumebachi swarms can not trigger paper seals for 1 minute (concentration), and Suzumebachi may put up to 3 explosive seals on one swarm for every 5 feet it occupies. Jar of Poison (6 Chakra). Suzumebachi places a glowing barrier around one of her swarms that sheds bright light for 5 ft., and dim light for another 10 feet. The swarm becomes Unconscious, but does not count as being outside of her for the 5 minute limit. This jutsu's cost may be halved if a dead body is within the swarm when Suzumebachi casts this jutsu. Suzumebachi may end this jutsu early as a bonus action. Rock Hive (12 Chakra). Suzumebachi targets one 40 ft. area minimum rock. After 1 minute, one giant shinobi insect with a flying speed equal to its movement speed appears in the rock's place. Suzumebachi may spend 4 chakra as an action to cause the giant insect she created to become charmed by her for 1 hour, otherwise it goes berserk. While charmed in this way, it counts as one of Suzumebachi's swarms for all of her features, including when and how it can act. Transformation (1+ Chakra). Suzumebachi becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 15 Investigation check to realize that she is transformed. If the creature saw her 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). Suzumebachi's movement speed doubles, and her movement does not provoke attacks of opportunity. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Suzumebachi can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round. Explosive Seal (1+ Chakra). Suzumebachi creates an explosive seal on one surface she can touch. Summoning Jutsu (7 Chakra). Suzumebachi summons a giant wasp within 5 ft. of her. Beeswax Clone (6+ Chakra/Clone). Suzumebachi creates up to five clones. The clones have 5 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. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Suzumebachi dismisses them at will, or Suzumebachi falls unconscious. If the clone still has chakra when it dissipates, she regains any remaining chakra from the clone - 6 (minimum 0).
Transparent Escape (6 Chakra). Suzumebachi becomes invisible until the end of her next turn. REACTIONSSubstitution (3+ Chakra). When Suzumebachi is hit by an attack and would take damage, she decreases the damage by 17 (1d10 + 12) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place, and she takes any remaining damage from that attack. Suzumebachi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. Ninja Art: Honey Bee (6 Chakra). When one of Suzumebachi's swarms is dropped to 0 hit points by 1 creature within 5 feet of it, the creature that killed the swarm must attempt a DC 15 Dexterity saving throw. On a failure, their movement speed is halved and they gain disadvantage on saving throws, ability checks, and attack rolls that rely on Dexterity. |
Granddaughter of the First Tsuchikage, Suzumebachi is one of the last surviving members of the Kamizuru clan after their exile. The strongest of her trio, Suzumebachi acts as the leader of her family. In order to redeem her clan and prove her superiority to the Aburame clan, he and his family sought out the reclusive bikochu, though they were ultimately stopped by the Hidden Leaf Village's Bikochu Search Team. Due to their failure, they remained in exile. |
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