Swarm of Shinobi Insects (Shinobi World Supplement)
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Swarm of Insects[edit]
Small swarm of Tiny beasts (insect), unaligned Armor Class 12 (natural armor)
Damage Resistances bludgeoning, piercing, slashing Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Chakra. The swarm has 4 chakra points which they can expend. All chakra points are regained at the end of a long rest. It may transfer its chakra to any willing creature it is occupying the space of, and the creature may transfer their own chakra to them. ACTIONSBites. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 4 piercing damage if the swarm has half of its hit points or fewer. Poison Cloud (4 Chakra). One creature that the swarm is occupying the space of must succeed a DC 15 Constitution saving throw or become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success
Swarm of Bikochu. The swarm may gain a truesight of 30 ft. for 1 minute as a bonus action for 2 chakra. Swarm of Kidaichu. When a creature fails the saving throw against the effects of Poison Cloud, they instead take 5 (1d4 + 3) poison damage at the end of each of their turns. If a creature falls to 0 hit points while this is active, a giant shinobi insect appears within their space that is charmed by the swarm for 1 hour, after which it goes berserk. Swarm of Kikaichu. On a successful hit with its bites attack, the target also loses a number of chakra points equal to its bites damage die, and the swarm gains an equal amount. If the target has no chakra points and you aren't using the Negative Chakra variant rule, the target takes an equal number of necrotic damage instead, and the swarm gains an equal amount of chakra. This chakra can extend beyond the swarm's maximum, and are lost at the end of a long rest. Swarm of Kochu. When a creature fails the saving throw against the effects of Poison Cloud, they are paralyzed as well. Swarm of Rinkaichu. The swarm's bites attack has +5 total to hit, deals twice as much necrotic damage instead of piercing damage, and does not decrease in damage while at half or lower hit points, but drops to 0 hit points if it ends its turn outside of another creature's space. Swarm of Shokaichu. The swarm can sense chakra and magical effects within 60 feet of it, does not have a flying speed, and has a burrowing speed of 60 ft. Swarm of Bees. The swarm's bites attack deals poison damage, and Poison Cloud can be used a bonus action immediately after it uses its bites attack. Swarm of Bats. The swarm's bites cause the target to become poisoned until the beginning of the swarm's next turn. This counts as deafened for the sake of condition immunity. This attack automatically misses against deafened creatures, and deals twice as much damage to objects. If this swarm combines to become Small, they deal 5 (1d4 + 3) thunder damage in addition to the above effect. Swarm of Leeches. The swarm has no flying speed. While poisoned by the swarm in any way, a creature becomes berserk.
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Primarily used by the Aburame clan, and almost exclusively inside the Hidden Leaf Village, shinobi insects are specially breaded to enhance the ability of human shinobi, often granting them their own unique and powerful chakra-based abilities. Some shinobi have gone so far as to train swarms of bats for shinobi work, using their sound-based abilities as a form of genjutsu. |
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