Zabuza Momochi (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.

Zabuza Momochi[edit]

Medium humanoid (Momochi), chaotic evil

Armor Class 17 (Natural Armor)
Hit Points 56 (16d8 - 16)
Speed 55 ft.

8 (-1) 18 (+4) 8 (-1) 18 (+4) 10 (+0) 14 (+2)

Saving Throws Dex +9, Int +9
Skills Acrobatics +9, Arcana +9, Athletics +4, Deception +7, Intimidation +7, Perception +5, Stealth +9
Senses passive Perception 15
Languages Common
Challenge 16 (15,000 XP)

Chakra. Zabuza has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Zabuza 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.

Afterglow. Once per turn when Zabuza has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.

Terrifying. While frightened of Zabuza by any means, creatures must attempt a DC 17 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

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


Multiattack. Zabuza can make 3 unarmed strike, Kubikiribōchō, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kubikiribōchō. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) magical slashing damage.

Broken Kubikiribōchō. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) magical slashing damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.

Killing Intent. Any creatures of Zabuza's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Zabuza may do this once, regaining all uses at the end of a long rest. Zabuza may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Demonic Shroud. As a bonus action, Zabuza gains the following for 2 rounds:

  • Zabuza gains a +2 bonus to attack and damage rolls made with melee weapons and unarmed strikes.
  • When Zabuza has advantage on an attack roll against a creature and hit it, he may make one additional attack against the same creature as a part of his attack action. Zabuza may only do this once per turn.
  • When Zabuza drops to 0 Hit Points and is not killed outright, he may attack each creature in his reach once before falling unconscious.
  • Zabuza may only use his action to attack or cast jutsu that deal damage. If Zabuza does cause direct harm to a creature in this way, he take 5 points of psychic damage at the end of his turn.
  • Creatures under the effect of his Killing Intent gain disadvantage against saving throws to resist his jutsu.
  • Zabuza may use this feature twice, regaining all uses at the end of a long rest.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Zabuza is proficient with against a restrained creature, he deals maximum damage and an additional 12 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Zabuza. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Zabuza is proficient with.

Flying Revolving Sword (2 Chakra). When Zabuza makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Hidden Mist (7 Chakra). Zabuza 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.

Water Style Shadow Clone (5+ Chakra/Clone). Zabuza creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Zabuza. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Zabuza controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Zabuza dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Zabuza regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Zabuza, including equipment, features, and any effects affecting Zabuza when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Zabuza. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Water Prison (4 Chakra). One creature Zabuza can touch attempts a DC 18 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 18 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Zabuza is no longer able to touch the creature, he loses concentration on this jutsu.

Great Waterfall Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 18 Dexterity saving throw. On a failure, they take 25 (3d12 + 5) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Water Bullet (10 Chakra). Ranged Spell Attack: +10 to hit, range 50 ft. line. Hit: 19 (3d8 + 5) magical bludgeoning and 7 (2d6) cold damage and must make a DC 18 Strength saving throw or be pushed back 10 feet and fall prone.

Water Dragon (15 Chakra). Zabuza forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Zabuza. It acts on his initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 8 (1d6 + 5) piercing damage
    • Claw deals 7 (1d4 + 5) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 44 (8d8 + 5) cold damage on a successful hit.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Zabuza's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Zabuza's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Zabuza gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Leaf Gust (8 Chakra). Zabuza makes an unarmed strike against every creature within 5 ft..

Deadly Bite (1-4 Chakra). Zabuza wields one light melee weapon in his mouth with no penalties. Zabuza must spend 1 chakra at the beginning of each of his turns to maintain this effect. Zabuza may increase this jutsu's use and maintenance cost by 1 to allow him to wield a non-light melee weapon, by 2 to allow him to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow him to wield a two-handed heavy melee weapon.


Kubikiribōchō Defense. Zabuza gains +2 AC. On a miss, the attacker still rolls for damage. If the damage roll exceeds 20, Zabuza and the attacker must make an Athletics contest. If Zabuza fails, the blade shatters, dealing 4 (1d8) magical piercing damage to the attacker, and Zabuza can't make Kubikiribōchō attacks until he successfully hits 3 Broken Kubikiribōchō attacks on creatures.

Substitution (3+ Chakra). When Zabuza is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Zabuza can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Zabuza after becoming a rogue-nin, Source [[1]].

Wielding Kubikiribōchō, a large blade in the shape of a butchers knife capable of decapitate one's foe also known as "The Executioner’s Blade", Zabuza is a skilled assassin, and rogue nin of the Hidden Mist Village. Early in his life, he completed the graduation ritual put in place by Yagura Karatachi, the Third Mizukage, on a grand scale, killing over one hundred students, despite not being a student himself, granting him the appellation of "Demon of the Hidden Mist." An accomplished Anbu jonin,he assassinated numerous high-ranking shinobi, particularly those from the Hidden Leaf, before becoming one of the legendary Seven Swordsman of the Mist, being granted the Executioner's Blade.

At some point in his travels, he recruited a young, mentally broken Haku Yuki, training the boy to become the ultimate weapon. When the Kaguya Clan attacked the Hidden Mist Village, Zabuza took the opportunity and left, passing the soon-to-be soul survivor Kimimaro and refusing Haku's desire to talk to him. Soon after, when the Fourth Mizukage took the throne, Zabuza took his chance, attempting a coup d'état, but ultimately failing due to being betrayed by one of his own allies, cementing his place as a rogue nin and putting a sizable bounty on his head. Rounding up the survivors, including the demon brothers and Gengo, Zabuza took up the role of mercenary in order to fund a second attempt, taking work under the trade mogul Gato.

As the corruption of those he worked for spread to him, numerous of his subordinates left including Gengo. No longer was he concerned about conquering the Mist to re-establish the Blood Mist to ensure its victory, only to serve himself. Accepting a mission from Gato to keep the Land of Waves, located off the shores of the Hidden Leaf, under his total control by ensuring a bridge connecting it to the mainland would never be completed, Zabuza battled Kakashi Hatake, who was defending the bridge builder Tazuna. Initially outdone by Kakashi's Sharingan, he had Haku, disguised as a hunter nin, put him in a state of temporary death with senbon, though Kakashi would fall unconscious shortly after from exhaustion. After they both recovered, both he and Haku would team up against their opponent, forcing Kakashi's Team 7 to fight, with Sakura backing up her leader, and Naruto and Sasuke fighting Haku alone. Moments before he would be finished off by Kakashi, with one working arm, Haku threw himself on Kakashi's Lightning Cutter, wishing to both defend his master and not fight the youth he had befriended. Cutting through his protégé's limp body, Zabuza attempted to kill Kakashi, only to have his attack easily evaded, and have his remaining arm taken out. Revoking his arrangement with the mercenary, Gato gave the order for the rest of his goons to take out all four shinobi and the bridge builder. Without a job to uphold, and brought to tears by Naruto's scolding for feeling nothing for Haku's death, reminding him of the idealistic man he once was, Zabuza tore through Gato's thugs with nothing but a kunai clenched between his teeth before killing the mogul himself, dying shortly after wishing he could go to the same place as Haku. Years later, Zabuza would be reincarnated by Kabuto to relive his battle against Kakashi, though his opponent's improvement pleased him, allowing him to return to the afterlife quickly.

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