Third Kazekage (Shinobi World Supplement)
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The Third Kazekage[edit]
Medium humanoid (Kazekage), chaotic good Armor Class 21 (Natural Armor)
Saving Throws Dex +11, Int +11 Chakra. The Third Kazekage has 47 chakra points which he can expend. All chakra points are regained at the end of a long rest. Specialized Chakra. The Third Kazekage has 11 specialized chakra points which he can expend on jutsu labeled Magnet Style. All chakra points are regained at the end of a long rest. Evasion. When The Third Kazekage 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. The Third Kazekage can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. The Third Kazekage can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. The Third Kazekage 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. Iron Sand Aura. As a bonus action, the Third Kazekage begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) piercing damage. Any attacks made against the Third Kazekage by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage. 'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Naruto can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round. Body Flicker (3 Chakra). The Third Kazekage's movement speed doubles, and his movement does not provoke attacks of opportunity. Magnet Style: Iron Needle Bomb (4 Chakra). Any creatures of the Third Kazekage's choice in a 30 foot radius must attempt a DC 20 Dexterity saving throw. On a failure, the creatures take 19 (2d12 + 6) bludgeoning, slashing, or piercing damage. Creatures must also make a DC 20 Constitution saving throw, becoming blinded for 1 minute and taking 5 (1d8 + 1) poison damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success. <!-signature-->Magnet Style: Iron Sand Drizzle (3 Chakra). Every creature in a 40 foot line must make a DC 22 Dexterity saving throw. On a failure, they take 20 (3d8 + 6) bludgeoning, slashing, or piercing damage and 5 (2d4) force damage. Creatures must also make a DC 19 Constitution saving throw, becoming poisoned for 1 minute and taking 6 (1d8 + 1) poison damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success. This may be used as a bonus action. Magnet Style: Iron Sand Gathering (4 Chakra). The Third Kazekage makes 6 thrown weapons or pieces or ammunition, or one other weapon. He is automatically proficient in these weapons, and they disintegrate after two attacks. Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 19 Strength saving throw, taking 20 (1d8 + 4d4 + 5) bludgeoning damage and being pushed 15 feet away on a failure. Wind Wall (3+ Chakra). Any creatures of the Third Kazekage's choice within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from outside this area have disadvantage. Rasa can expend 2 additional chakra to expand this radius by 5 feet. This lasts for 1 minute (concentration). REACTIONSMud Wall (4 Chakra). When the Third Kazekage is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn. Magnet Style: Sand Sky Defensive Wall (0+ Chakra). When a damaging effect originates anywhere within 20 ft., if the effect deals less than 11 damage, the effect fails, wasting any resources spent; otherwise it is unaffected. The Third Kazekagemay spend additional chakra to increase this threshold by half as much, and doing so increases this jutsu's range by 5 ft. for every 3 additional chakra spent. Substitution (3+ Chakra). When the Third Kazekage is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. The Third Kazekage can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
The Third Kazekage of the Hidden Sand Village, this shinobi was able to formulate his own kekkei genkai Magnet Style ninjutsu after heavily studying the One-Tails'. Having succeeded Shamon, he would be succeeded by Rasa after his death and puppetization at Sasori's hands. |
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