Tobi (Shinobi World Supplement)

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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.

Tobi[edit]

Medium plant (Zetsu), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 55 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 8 (-1) 16 (+3) 9 (-1)

Saving Throws Dex +8, Cha +4
Skills Acrobatics +8, Deception +4, Perception +8, Sleight of Hand +8, Stealth +8
Senses passive Perception 18
Languages Common
Challenge 15 (13,000 XP)


Chakra. Tobi has 48 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Tobi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Evasion. When Tobi 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.

Natural Constitution. Tobi does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half his chakra points, he must attempt a DC 16 Constitution saving throw. On a failure, he becomes paralyzed until the end of his next turn.

Hashirama's Cells. Tobi benefits from the following:

ACTIONS

Multiattack. Tobi makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Tobi 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.

Regeneration (4/Day). As a bonus action, Tobi regains 3 hit points or 1 chakra point.

Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction to the end of his turn, Tobi regains 8 (1d10 + 3) hit points.

Natural Chakra Regeneration. As a bonus action, or as a reaction to the end of his turn, Tobi regains 7 chakra and gains 1 level of exhaustion.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Tobi 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). Tobi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Chakra Transfer Technique (1+ Chakra). One creature that Tobi touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Disguise (6 Chakra). Tobi becomes indistinguishable by sight, sound, touch, smell, taste, and chakra sense from another creature of his choice that he has seen. While this is active, Zetsu may have one non-dojutsu feature of your choice from the creature that you have copied.

'Mayfly (7 Chakra). As a bonus action, Tobi and all items he is carrying can pass through wood, dirt, and stone for 1 minute. This does not stop him from being able to deal or take damage. Additionally, while completely submerged in an object, he gains a 15 foot bonus to your movement speed.

Spore Technique (6 Chakra). Tobi becomes Tiny and unconcious, and he may add his proficiency bonus to Stealth checks an additional time until he ends this jutsu at will.

Giant Zetsu (6 Chakra). Tobi combines with one other Tobi he can touch. He is killed instantly, and the other Tobi gains a +1 bonus to attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra. If the Tobi spends 6 chakra, it loses these effects.

Wood Jaws (10 Chakra). One creature within 5 ft. must attempt a DC 16 Strength saving throw, becoming restrained on a failure. They may retry this 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 Tobi regains an equal number of chakra points or increases the DC of the next saving throw of this kind by an equal number.

Cutting Sprigs (3 Chakra). Ranged Spell Attack: +7 to hit, range 60 ft., three targets. Hit: 5 (1d4 + 3) magical piercing or poison damage. As a bonus action on the same turn, Tobi may spend 1 chakra per targeted spike that hit to deal an additional 5 (1d4 + 3) magical bludgeoning damage to the target it hit.

Wood Human (32 Chakra). Tobi summons one Wood Human underneath him.

Shinsu Senju (32 Chakra). One Wood Human within 90 feet of Tobi becomes a Shinsu Senju.

Possession (6 Chakra). Tobi wraps his body around a willing or unconscious creature with at least 1 hit point within 5 ft. that is Large or smaller. Tobi and this creature share the same turn and actions (controlled by the host unless they are unconscious), have the best of either creatures' ability scores, and may use each others' chakra points. Each creature benefits from any feature the other has (this does not grant additional Kekkei Genkai), and he may choose if he or the creature is targeted by an effect that would target either or both of them. Stacking conditions, such as exhaustion or gradual blindness, deafness, and numbness, still effect creatures individually. Tobi may end this at will, and this automatically ends if he becomes unconscious.

REACTIONS

Substitution (3+ Chakra). When Tobi is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Tobi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Tobi%27s_War_Appearance.png
[Source].

One of Kaguya's first victims, trapped in a single-target Infinite Tsukuyomi long before the rest of the world as a test, Tobi had centuries to develop a mastery of his is unique body and the strongest sense of individuality of any White Zetsu. Being awakened by Madara when he attempted to cultivate Hashirama's cells using the Gedo Mazo, Tobi received a great boost in power, though he had to act as one of his subordinates. Following Obito after Madara rescued him in order to have him witness Kakashi kill Rin and become a more useful tool for Madara, and through him Black Zetsu, Tobi became a part of Obito for a while, acting as another persona while they assembled the Akatsuki before returning to being a scout with the other White Zetsu.

Years later, immediately before the Fourth Shinobi World War, Kabuto used Madara's corpse and a captured Yamato to become a member of Obito's new Akatsuki. While Madara was resurrected, Yamato became Tobi's new host, further increasing his power. Able to battle the likes of Karin, the resurrected Hiruzen, and a large portion of the Allied Shinobi World Forces at once, he was only defeated when Naruto and Sasuke dispelled Madara's the Infinite Tsukuyomi, releasing him from being a Zetsu and killing him.



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