Tagitsuhime (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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.


Medium beast (Snake), lawful neutral

Armor Class 16 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 70 ft.

12 (+1) 12 (+1) 13 (+1) 20 (+5) 12 (+1) 14 (+2)

Saving Throws Str +6, Dex +6
Skills Acrobatics +6, Arcana +10, Intimidation +7, Perception +6, Stealth +6
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)

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

Discernment. When Tagitsuhime is targeted by an area effect that lets her make an Intelligence or Wisdom 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. Tagitsuhime can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Serpent. Tagitsuhime counts as one size smaller for the sake of squeezing. When Tagitsuhime grapples a creature, they become restrained. Additionally, Tagitsuhime may attempt a grappling contest against a creature within his reach as a reaction when they make an attack.


Multiattack. Tagitsuhime can make 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage.

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

Rope Escape (6 Chakra). When Tagitsuhime attempts a d20 roll to attempt to remove an object from her person, including escaping the restrained condition from a physical restraint, she automatically rolls a 20.

Basic Clone (3 Chakra). Any creature that can see Tagitsuhime must attempt a DC 18 Intelligence saving throw. On a failure, attacks against Tagitsuhime have disadvantage, and Tagitsuhime has advantage on any saving throws the creature forces her to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. Tagitsuhime must spend 1 chakra at the end of each of her turns to maintain this effect.

Transformation (1+ Chakra). Tagitsuhime 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, and she can not recreate a magical effect. Creatures must make a DC 18 Investigation check realize that she is transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Tagitsuhime may spend 2 additional chakra to take on a humanoid appearance of her choice that she may change at will that is any size between and including Medium and Huge.

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

Empty Cicada Shell (3+ Chakra). As a bonus action, any sound Tagitsuhime speaks comes from one location of her choice within 30 ft. for 1 minute. She 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. Tagitsuhime may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.

Transparent Escape (6 Chakra). Tagitsuhime becomes invisible until the end of their next turn.

Body Elimination (5 Chakra). One creature Tagitsuhime can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Gathering of the Snakes (5 Chakra). When Tagitsuhime loses a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), he reattaches it. This does not restore hit points or heal the body part, only functionality.

Chakra Absorbing Snakes (8 Chakra). One creature within 30 ft. must attempt a DC 18 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 18 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Tagitsuhime regains an equal number of chakra points or increase the DC of the next saving throw of this kind they must make by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 30 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, Tagitsuhime dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 18 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature Tagitsuhime is grappling must attempt a DC 18 Strength saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Snake False Levitation (5 Chakra). Tagitsuhime gains a flying speed equal to her movement speed, but she may only be up to 30 feet from any object capable of carrying her weight.

Genjutsu Venom (4 Chakra). Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: the target has disadvantage on any saving throws the genjutsu incurs. This attack can be made immediately before using a genjutsu.

Genjutsu: Crocodile Tears (9+ Chakra). One creature within 30 ft. of Tagitsuhime must attempt a DC 18 Charisma saving throw. On a failure, they become sick and begin hallucinating for 1 minute. They may retry this saving throw at each of their turns, ending this effect early on a success.


The final test of the White Snake Sage of Ryƫchi Cave Tagitsuhime rarely gets to feed on a human's chakra, and as such ruthlessly pursues prey. When a group of Leaf genin successfully passed both Tagorihime and Ichikashimahime's tests, Tagitsuhime singled out and rushed their leader, Boruto, flooding his mind with mirages of his friends calling out his wrongdoings, hoping to break him down and consume his chakra. However, he confidently resisted the genjutsu, showing great faith in his friends and himself. Having passed all three tests, she freed the rest if his team and allowed them to meet with the sage.

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