Tagorihime (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Tagorihime[edit]

Medium beast (Snake), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 104 (19d8 + 19)
Speed 70 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Str +6, Dex +6
Skills Acrobatics +6, Arcana +9, Intimidation +7, Perception +6, Stealth +6
Senses passive Perception 16
Languages Common
Challenge 15 (13,000 XP)


Chakra. Tagorihime has 31 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

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

ACTIONS

Multiattack. Tagorihime 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, Tagorihime 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 Tagorihime 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 Tagorihime must attempt a DC 17 Intelligence saving throw. On a failure, attacks against Tagorihime have disadvantage, and Tagorihime 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. Tagorihime must spend 1 chakra at the end of each of her turns to maintain this effect.

Transformation (1+ Chakra). Tagorihime 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 17 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. Tagorihime 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). Tagorihime's movement speed doubles, and her movement does not provoke attacks of opportunity.

Empty Cicada Shell (3+ Chakra). As a bonus action, any sound Tagorihime 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. Tagorihime 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). Tagorihime becomes invisible until the end of their next turn.

Body Elimination (5 Chakra). One creature Tagorihime 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 Tagorihime 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 17 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 17 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 Tagorihime 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, Tagorihime dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 17 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature Tagorihime is grappling must attempt a DC 17 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.

Genjutsu: Swallowed Whole (10 Chakra). Tagorihime disguises rotten, poisonous, or otherwise distasteful food within 10 feet of a chosen within 30 feet as another kind of food of her choice for 6 hours (concentration. Creatures may attempt a DC 17 Intelligence saving throw the first time they interact with the food, and again when they take the search action. On a failure, they are unable to distinguish any aspect of the food you do not want them to, including whether or not there is poison in it. On a success, they are able to discern the true nature of the food.


Tagorihime.png
[Source]

The first test of the White Snake Sage of Ryūchi Cave Tagorihime is the most insidious and gluttonous of her cohort, presenting herself as a kind, welcoming host in order to trick those who would seek the sage's power into eating her rotten feast, consuming their chakra shortly after. When a group of Leaf genin first entered Ryūchi Cave, Tagorihime greeted them warmly. When their leader, Boruto mentioned that they couldn't waste time, she attempted to delay them, accidentally letting Mitsuki's name slip. Despite them coming to find information of the boy, none of their group had mentioned his name, revealing that she had been watching them from afar as they approached the cave's entrance and causing the team to entirely bypass her test. Angered at her own failure, she allowed them to continue into Ichishimahime's chamber.


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