Yukimaru (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.

Yukimaru[edit]

Medium humanoid (Karatachi), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 45 (7d8 + 14)
Speed 45 ft.


STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Str +3, Dex +4
Skills Animal Handling +4, Investigation +4, Persuasion +4, Stealth +4
Senses passive Perception 11
Languages Common
Challenge 7 (2,900 XP)


Chakra. Yukimaru has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Yukimaru 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. Yukimaru can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Blood Rage. As a bonus action or when he drops to half his maximum hit points, Yukimaru's melee attacks deal twice as much damage, he may not cast jutsu, and he becomes berserk for 1 minute. Yukimaru may use this once, regaining use at the end of a long rest.

Red Chakra. Some of Yukimaru's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 14 Wisdom saving throw at the end of each of his turns. On a failure, he becomes poisoned for 1 minute, or paralyzed if he is already poisoned. This DC increases to 16 in Initial Release, and 20 in Tailed Beast Mode. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Yukimaru can make 2 unarmed strikes.

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. Yukimaru 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.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Yukimaru 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.

Transformation (1+ Chakra). Yukimaru becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 12 Investigation check realize that he is transformed. If the creature saw him 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). Yukimaru's movement speed doubles, and his movement does not provoke attacks of opportunity.

Hidden Mist (7 Chakra). Yukimaru creates a 40 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.

Wild Bubble Wave (10 Chakra). A 20 foot cone area becomes difficult terrain for 1 minute, and any temporary effects in the area (i.e. Blaze Style, traps, caltrops, etc.) are moved to the closest edge of this area.

Instant Water (3+ Chakra).' As a bonus action or reaction, Yukimaru moves 15 feet in any direction, including straight up. He may double this jutsu's cost to make an unarmed strike immediately after.

Heavenly Weeping (5 Chakra). Ranged Spell Attack: +4 to hit, range 30 ft., two targets. Hit: 8 (1d6 + 1) magical piercing damage. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious.

Hidden Chakra. When Yukimaru has less than half his maximum chakra, he gains 7 red chakra. He may use this one, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Yukimaru summons a clone of himself with 5 hit points. Yukimaru may spend red chakra at will to grant this clone twice as many hit points. This clone acts on his turn and does not benefit from Multiattack. While the clone is active, he is aware of its current activities. When a clone dissipates, the main body receives any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching the clone's exhaustion and gradual blindness, deafness, and numbness level. Additionally, the clone gains the following benefits:

  • The cost of all jutsu the clone knows are reduced in chakra costs by 1, except for jutsu that only cost 1 chakra.
  • The clone's movement speed increases by +10 ft.
  • At the start of each of his turns, the clone regains 2 hit points.
  • The clone gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Yukimaru chooses to do so as an action, or if he is knocked unconscious.
  • Yukimaru loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, Yukimaru summons a clone of Isobu with 5 hit points. Yukimaru may spend red chakra at will to grant this clone twice as many hit points. This clone acts on his turn and does not benefit from Multiattack. While the clone is active, he is aware of its current activities. When a clone dissipates, the main body receives any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching the clone's exhaustion and gradual blindness, deafness, and numbness level. Yukimaru loses 6 chakra and gains 6 red chakra at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Yukimaru is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) and teleport 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 Yukimaru takes any remaining damage from that attack. Yukimaru can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Yukimaru2.png
[Source].

The secret son of Yagura Karatachi, Yukimaru never met his father, who was killed by the Akatsuki shortly after his birth. Born with a sort of "resonance" with the Three-Tails. Fleeing in the arms of his mother from Hidden Mist Village in fear of retribution from its citizens for her husband's actions, the two found a home on the edge of the Land of Water where they lived as an unsuspecting household. However, no power can be hidden from Orochimaru, who sent a small team of assassins to slaughter their village and retrieve the child. When one of the assassins, Guren collapsed from exhaustion, Yukimaru's mother tended to her, only to be murdered in front of the boy the next day.

Being experimented on by Orochimaru and Kabuto, he regularly became sick from an early version of their Tailed Beast Drug. Years later, he, Guren, Kabuto, and a handful of prisoners from the Hidden Sound Village were sent on a mission to capture the Three-Tails to inhibit the Akatsuki's actions, where he gradually came to see Guren as an older sister. Despite his boyish appearance and timid nature at this time, he was around Naruto's age, whom he met shortly after. Despite being given the chance to go with him to freedom in the Hidden Leaf Village, he felt as though Guren was the only home he had. After completely summoning the Three-Tails, Yukimaru collapsed from exhaustion, though Guren protected him. Realizing the threat of the two working together, Kabuto, in the body of Rinji, revealed to Yukimaru that Guren had killed his mother, though Naruto helped convince him that she had changed. When Rinji's corpse followed them as the fled from Naruto and Kabuto's battle, Guren plunged the two into the lake in a crystal coffin, making Yukimaru assume she was dead, losing all control of his abilities, only to wake up surrounded by her crystals. Returning to the small, abandoned village on the edge of the Land of Water, Guren, Yukimaru, and Gozu lived a quiet life as a small found family. Years after the Fourth Shinobi World War, Yukimaru returned to the Mist Village, becoming an accomplished shinobi and Kagura's father.


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