White Zetsu (Shinobi World Supplement)
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White Zetsu[edit]
Medium plant (Zetsu), lawful neutral Armor Class 16 (Natural Armor)
Saving Throws Dex +6, Cha +2 Chakra. White Zetsu has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest. Ninja Speed. White Zetsu can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Evasion. When White Zetsu 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. White Zetsu 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 becomes paralyzed until the end of his next turn. ACTIONSMultiattack. White Zetsu makes 2 attacks with his unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. White Zetsu 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, White Zetsu regains 3 hit points or 1 chakra point. Basic Ninjutsu Technique (1 Chakra). As a bonus action, White Zetsu 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). White Zetsu's movement speed doubles, and his movement does not provoke attacks of opportunity. Chakra Transfer Technique (1+ Chakra). One creature that White Zetsu 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). White Zetsu 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, White Zetsu and all items he is carrying can pass through wood, dirt, and stone for 1 minute (concentration). 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. Fly Trap Technique (4 Chakra). White Zetsu gains 6 temporary hit points for 1 minute (concentration). While he has these temporary hit points, he gains a +1 bonus to his AC and any DCs related to effects that would not deal damage, but a -1 penalty to attack and damage rolls and DCs related to effects that would deal damage. Parasite Clone (16 Chakra). White Zetsu creates a White Zetsu. As a bonus action on each of his turns, he can mentally command any White Zetsu he created with this jutsu within 120 ft., deciding what action the creature will take and where it will move during its next turn, or he can issue a general command, such as to guard a particular chamber or corridor. If he issues no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. White Zetsu created in this way follows White Zetsu's orders for 24 hours, after which it stops obeying any command he has given it. He may cast this jutsu on a White Zetsu to reset this timer. Spore Technique (6 Chakra). White Zetsu 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). White Zetsu combines with one other White Zetsu he can touch. He is killed instantly, and the other White Zetsu gains a +1 bonus to attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra. If the White Zetsu spends 6 chakra, it loses these effects. REACTIONSSubstitution (3+ Chakra). When White Zetsu is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. White Zetsu can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
Before the Sage of Six Paths was born, Kaguya Otsutsuki covered in an inescapable genjutsu; the Infinite Tsukuyomi. Without a moon to reflect her power on, she used the God Tree within what would become the Land of Graves, targeting what would become the Lands of Fire, Earth, Lightning, and the minor lands between. While she fled to the Land of Ancestors, those she trapped began to change into amorphous, plant-like beings. While Hagoromo and Hamura believed this to be a horrible byproduct, in reality these beings were created to fight the Otsutsuki that pursued her. Being freed from their confinement, they receded into the earth, awaiting Black Zetsu to awake them. Acting as a scout for the Akatsuki, the army of White Zetsu undetectably infiltrated every office of every nation, passively observing their operations. Immediately before the Fourth Shinobi World War, these spores were recalled, being enhanced by Yamato's mastery of Hashirama's DNA, though even before that one particular White Zetsu showed a particularly high level of power. |
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