Tobirama (5e Creature)

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Tobirama Senju[edit]

Medium humanoid (Human), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)

Saving Throws Dexterity +7, Intelligence +8
Skills Acrobatics +7, Perception +7, Insight +7
Senses passive Perception 17
Languages Common
Challenge 12 (8,400 XP)


Chakra. Tobirama has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Tobirama is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

ACTIONS

Multiattack. Tobirama can make 2 sword attacks.

Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) magical slashing damage.

Kunai Throw (0+ Chakra). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) magical piercing damage. He can throw one additional kunai per chakra point spent up to 3. On a hit, it leaves a Flying Raijin seal on the space it hit on.

Heavenly Weeping (5 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft., two targets. Hit: 6 (1d6 + 3) magical piercing damage. He can use this jutsu even is he is restrained or incapacitated, but not unconscious

Water Bullet (10 Chakra). Ranged Spell Attack: +7 to hit, 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning damage + 7 (2d6) cold damage, and all targets must succeed a DC 15 Strength saving throw. On a failure, they fall prone and are pushed 10 feet away from Tobirama.

Bringer of Darkness (10 Chakra). One creature within 50 feet must succeed a DC 15 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). They may retry this saving throw at the end of each of their turns to end this effect early on a success.

Summoning Jutsu: Impure World Reincarnation (4+ Chakra). Tobirama summons one humanoid of his choice, changing their type to Undead, spending an amount of chakra equal to twice the summoned creature's CR. They regenerate 1/4 their maximum hit points and chakra points at the beginning of each of their turns, even if they are at 0 hit points.

Mutually Multiplying Explosive Tags (2 Chakra). One of Tobirama's summons or Tobirama himself has their movement speed halved. At the beginning of Tobirama's turn, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a DC 15 Dexterity saving throw. On a failure, they take 15 (3d6 + 4) fire damage until the original creature is killed.

LEGENDARY ACTIONS

The Tobirama can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tobirama regains spent legendary actions at the start of its turn. He can also use them during his turn.

Flying Raijin Slash (2 Chakra). Tobirama instantly teleports to any place bearing a Flying Raijin seal and makes a sword attack.

Tobirama_Senju.png
Tobirama after the end of the Warring States Period, Source [[1]].

Fulfilling the roll of Hokage of the Hidden Leaf Village in the wake of his Hashirama's death at the hands of Madara Uchiha, Tobirama Senju's distrust of the Uchiha never faded. This ultimately resulted in the Hidden Leaf Police Force being primarily Uchiha, partially to gain trust on both ends of the relationship and partially to have a tighter watch over their movements. While not the "God of Shinobi" his brother was, Tobirama is considered one of, if not the, most influential shinobi in history in regards to creating jutsu. After his death at the hands of the Gold and Silver Brothers, his successor Hiruzen Sarutobi took the title of Hokage.



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