Tsume (Shinobi World Supplement)
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Medium humanoid (Inuzuka), lawful good
Chakra. Tsume has 50 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Beast-Nin. Tsume's companion is Kuromaru. Kuromaru is controlled by Tsume, acts on her turn, and uses her actions and bonus actions. If her companion dies, she must wait 2d4 days before she can choose another.
Evasion. When Tsume is targeted by an area effect that lets her make a Dexterity 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. Tsume can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Keen Senses. Tsume has advantage on Wisdom (Perception) checks while the Three Haimaru Brothers is within 30 feet of her. Additionally, if she has spent at least 5 hours with a creature, she memorizes their scent, if they have any. Tsume knows the location and identity of a creature whose scent she has memorized while she is within half his movement speed of them.
Multiattack. Tsume makes three unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage.
Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Tsume may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.
Imitation Beast Ninja Art: Four Legs (5 Chakra). Tsume's movement speed increases by 5 ft., she is not effected by the prone condition, and her unarmed strikes' attack rolls gain a +1 bonus for 1 minute (concentration).
Imitation Human Ninja Art: Beast Human Clone (5 Chakra). The Three Haimaru Brothers becomes indistinguishable from Tsume, and anything actively affecting Tsume with a duration shorter than 24 hours when she casts this jutsu affects the Three Haimaru Brothers for 1 minute.
Passing Fang (6-16 Chakra). Tsume moves in a 70 ft. line. Any attacks of opportunity made against her during this movement have advantage. Every creature in the line must make a DC 16 Dexterity saving throw. On a failure, they take 22 (5d6 + 3) magical bludgeoning, slashing, or piercing damage. On a success, they take half as much damage. This deals an extra 3 (1d6) damage for every 2 additional chakra points.
Man-Beast Ultimate Taijutsu: Fang Over Fang (12-48 Chakra). Both Tsume and the Three Haimaru Brothers use Passing Fang. If both Tsume and at least one of the Three Haimaru Brothers' lines are within 5 ft. of each other, creatures that fail their saving throw can not make reactions until the end of their next turn
Fang Beheading Fang (3-12 Chakra). When Tsume uses Passing Fang, if one creature at the end of the line rolls a 1 on their saving throw, they gain the effects of a critical hit. If you are using a critical failure variant rule, their critical failure threshold increases by 1. Tsume may increase the target's critical failure threshold by 1 for every 3 additional chakra spent.
Man Beast Taijutsu Secret Technique: Fang Heaven Wolf (3+ Chakra). When Tsume uses Passing Fang, its range gains 1 turn (i.e. she may move 30 ft. forward and 15 ft. up). Tsume may add an additional turn for every 4 chakra spent.
Absolute: Fang Over Fang (5 Chakra). When Tsume uses Man-Beast Ultimate Taijutsu: Fang Over Fang, one creature at the end of both Tsume and at least one of the Three Haimaru Brothers' lines takes an additional number of d6 bludgeoning, slashing, or piercing damage equal to the average number of damage dice both creatures roll, rounded down (i.e. if Tsume deals 5d6, and Kuromaru deals 8d6 damage, this jutsu deals 6d6 damage).
Fang Rotating Fang (5 Chakra). As an action, Tsume moves up to 25 feet. Any creatures in a 5 ft. radius of her path must make a DC 16 Strength saving throw or be pushed back 5 ft. and knocked prone, and take 4 (1d6 + 3) magical bludgeoning, slashing, or piercing damage, and Tsume gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of her next turn. Tsume may spend 5 chakra at the beginning of each of her turns to maintain this effect, and she may spend 5 additional chakra to use this as a reaction.
Wolf Fang Over Fang (6 Chakra). Until the end of Tsume's turn, her unarmed strikes deal twice as much damage, she takes 1/4 the damage his unarmed strikes or taijutsu deals (rounded down), and she is blinded.
Transformation (1+ Chakra). Tsume 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 she can not recreate a magical effect. Creatures must make a DC 16 Investigation check to realize that she is transformed. If the creature saw her performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). Tsume's movement speed doubles, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Tsume 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.
Man Beast Combination Transformation: Two-Headed Wolf (7 Chakra). As an action while Tsume is within 5 ft. of Kuromaru, they become one creature. Kiba's size category increases by 1, she gains any features Kuromaru had, her reach increases by 5 ft. (10 ft. total), her Strength score increases to 14 (+2), and her Dexterity increases to 20 (+5) for 1 minute. Her attack bonus becomes +10, her AC becomes 20, and her jutsu saving throw DC, except for Transformation, becomes 18. When this feature ends, both Tsume and Kuromaru appear within their fused form's previous space.
Substitution (3+ Chakra). When Tsume is hit by an attack and would take damage, she decreases the damage by 23 (1d10 + 18) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place, and she takes any remaining damage from that attack. Tsume can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Current head of the Inuzuka clan and mother of Hana and Kiba, rumor has it that Tsume is so fierce, she scared aware her ex-husband. An accomplished jonin in her own right, she has accomplished numerous A-rank missions in her lifetime. During the Konoha Crush, she and her favorite daughter fended off numerous Sand and Sound Village shinobi, and was even able to defeat the Preta Path three years later during Pain's assault with Kiba's help.
Saving Throws Str +7, Dex +9
Chakra. Kuromaru's features use Tsume's chakra.
Companion. Kuromaru's companion is Tsume. Kuromarus may occupy Tsume's space. When Tsume takes the Attack action, Kuromaru may make attacks as well. These attacks count as Tsume's for the sake of how many attacks he can make when he takes the Attack action.
Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical piercing damage.
Double Barrage. As a bonus action after Tsume uses her Multiattack and makes all of her attacks herself, Kuromarus makes three unarmed strikes.
Dance of the Dust Cloud (2 Chakra). Kuromaru uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.
Chakra Fang (2+ Chakra). Melee weapon attack +6 to hit, reach 5ft., one creature. Hit 17 (5d4 + 1) magical piercing damage. For each chakra point spent above 2, the ninja dog may deal an additional 3 (1d4) damage.
Body Flicker (3 Chakra). Kuromaru's movement speed doubles, and their movement does not provoke attacks of opportunity.
'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kuromaru can move across liquid surfaces as if they were solid. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.
Substitution (3+ Chakra). When Kuromaru is hit by an attack and would take damage, they decrease the damage by 20 (1d10 + 15) and teleports up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Kuromaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.