Bingo Book
Bingo Book
Bingo Book
1
Ebenezer Scrooge............................................................ 124 Psychic .................................................................................... 203
Assassins .................................................................................126 Ranger ..................................................................................... 204
Animals .................................................................................... 127 Gold Cloaks of Crowell .................................................. 204
Axolotl ................................................................................127 Red Cloaks of Crowell .....................................................205
Bear .................................................................................... 128 Samurai ...................................................................................206
Tsurugiraptor (Dinosaur Bushi) ................................. 129 Samurai Archer ............................................................... 206
Horse ..................................................................................130 Samurai Strider ............................................................... 207
Sparrowpanda (Alpha) ................................................... 131 Samurai Gokenin............................................................ 208
Wolf ..................................................................................... 132 Samurai Hatamoto ........................................................ 209
Bandits ..................................................................................... 134 Shamans ................................................................................. 210
Bards......................................................................................... 134 Spy ............................................................................................. 211
Beast Master ........................................................................... 134 Tengu........................................................................................212
Berserkers ............................................................................... 135 Konoha Tengu.................................................................. 212
Berserker Beast, Leo ....................................................... 135 Karasu Tengu (Crow Tengu) ........................................ 213
Berserker Beast, Virg ..................................................... 136 Tengu Guard ..................................................................... 214
Construct ................................................................................. 138 Dai Tengu (Tengu King) ................................................ 215
Obsidian Golem, Omicron ..............................................138 Other Adversaries ................................................................. 216
Tanzanite Golem, Theta ................................................ 139 Mamoru, The Sandstorm Guardian ............................ 217
Citrine Golem, Lambda ................................................. 140 Moneygrubber ................................................................. 218
Magma Golem, Scaldaroc .............................................. 141 Thugs ....................................................................................... 219
Frost Golem, Crajice ....................................................... 142 Mr. Nice Guy ..................................................................... 219
Paper Golem, Origami ....................................................143 The Loner ..........................................................................220
Mud Golem, Gumbo ....................................................... 144 Him/Her/Them................................................................ 221
Dragons .................................................................................. 146 Crazy Eyes ......................................................................... 222
Wyrm Dragons ................................................................ 146 The “Connect”................................................................. 223
Drakes ................................................................................ 147 The “Boss” .......................................................................224
Drakenaught (King of Drakes) ..................................... 160 The Crooked Cop ............................................................. 225
Genryū (Elemental Dragons) ........................................ 161 Trickster ................................................................................. 227
Magic Item: Dragon Blade ............................................ 167 Undead .................................................................................... 228
Light Genryū .................................................................... 168 Ghastly Archer ................................................................. 228
Experts ..................................................................................... 170 Ghastly Pugilist ...............................................................229
Ghosts ...................................................................................... 170 Ghastly Hulk..................................................................... 230
Giant Clansman ..................................................................... 170 Ghastly Swarm ................................................................. 231
Goblinoids ............................................................................... 170 Grim Echo ......................................................................... 232
Illusionist ................................................................................ 170 Grim Marauder ................................................................ 233
Inquisitor ................................................................................ 170 Warriors .................................................................................. 236
Invoker ..................................................................................... 171 Illusion Fist Monk ........................................................... 236
Monster(s) .............................................................................. 173 Illusion Fist Monk, Student .......................................... 237
Jorogumo ........................................................................... 173 Illusion Fist Monk, Master ........................................... 238
Bolla ................................................................................... 174 Relic Hunter, Bladesmith .............................................. 239
Shemhazian ...................................................................... 175 Witch ....................................................................................... 242
Mutants ...................................................................................176 Psionic Witch ...................................................................242
Necrophage ............................................................................. 177 Witch Blade ...................................................................... 243
Necro Foot Soldier ........................................................... 177 Witch Shadow ................................................................. 244
Necro Blade Revenant .................................................... 178 Witch Enhancer ...............................................................245
Necro Umbral Shadow ................................................... 179 Witch Guardian ............................................................... 246
Necro Ghastral Ghoul..................................................... 180 Anbu ......................................................................................... 250
Necro Dreamy Mist .......................................................... 181 Scaling Enemy .................................................................250
Nobility .................................................................................... 182 Assassin ...................................................................................251
Occultist ................................................................................... 183 Scaling Enemy ................................................................. 251
Dark Deacon ......................................................................183 Bandits .................................................................................... 252
Lord Jashin, The Wicked ............................................... 184 Scaling Enemy ................................................................. 252
Blight Touched ................................................................ 185 Chunin ..................................................................................... 253
Skin Carvers ..................................................................... 186 Scaling Enemy ................................................................. 253
Inheritor ........................................................................... 187 Gaara (Kid) ............................................................................. 254
Oracle ...................................................................................... 189 Using Gaara (Kid) as an Adversary ..............................254
Oni ............................................................................................ 190 Genin ....................................................................................... 255
Ko-Oni (Small Oni) ......................................................... 191 Scaling Enemy ................................................................. 255
Aka Oni (Red Oni)............................................................ 192 Haku......................................................................................... 256
Ao Oni (Blue Oni) ............................................................ 193 Using Haku as an Adversary .........................................256
Kuro Oni (Black Oni) ...................................................... 194 Itachi Uchiha (Part 1) ........................................................... 257
Oni Shugo ......................................................................... 195 Using Itachi as an Adversary ........................................ 257
Amanojaku ....................................................................... 196 Jirobo ....................................................................................... 258
Dai Oni (Oni King) ........................................................... 197 Using Jirobo as an Adversary ........................................ 258
Plant ........................................................................................ 198 Jonin ........................................................................................ 259
Princess of Thorns, Rose............................................... 198 Scaling Enemy .................................................................259
Fungal Aspect, Toadstool ............................................. 199 Kidomaru ................................................................................260
Forest Guardian, Garwood ............................................ 200 Using Kidomaru as an Adversary ............................... 260
Forest Harpy, Gathlain .................................................. 201 Kimimaro ............................................................................... 261
2
Using Kimimaro as an Adversary ................................ 261
Kisame Hoshigaki (Part 1) .................................................. 262
Using Kisame as an Adversary ..................................... 262
Monks ..................................................................................... 263
Scaling Enemy ................................................................. 263
Naruto Uzumaki (Kid) ......................................................... 264
Using Naruto (Kid) as an Adversary ...........................264
Orochimaru (Part 1) ............................................................. 266
Using Orochimaru as an Adversary ........................... 266
Sakon & Ukon ........................................................................ 268
Using Sakon & Ukon as an Adversary .........................268
Sakura Haruno (Kid) ............................................................ 269
Using Sakura (Kid) as an Adversary .......................... 269
Sasuke Uchiha (Kid) ............................................................. 270
Using Sasuke (Kid) as an Adversary ........................... 270
Tayuya ...................................................................................... 271
Using Tayuya as an Adversary ......................................271
Warlord ................................................................................... 272
Scaling Enemy ................................................................. 272
Zabuza ..................................................................................... 273
Using Zabuza as an Adversary ..................................... 273
Legendary & Iconic Adversaries ...................................274
Legendary & Iconic: Themes ........................................ 274
Himiko Uchiha ...................................................................... 274
3
ALLIES & ADVERSARIES
he World of Naruto is full of unique characters.
ADVERSARY
T
Friends and Foes if you will. These characters
“Adversaries” are a classification of hostile or potentially
fill the world with unique perspectives and
non-friendly NPCs that the players have chances and the
traits. Below we will detail how this game
option of fighting. Unlike in normal Dungeons and
differentiates both Friends and Foes.
Dragons 5e we will not be using combat rating (cr) instead
While we generally differentiate between the types of
we will go with a totally different system that equates
NPC’s the players will encounter, it is also beneficial to
monsters challenge level to players levels, and introducing
set expectations in how the rest of the world is
a system that does the following (All Credit goes to for
structured.
laying the groundwork for this system rework):
ALLIES
• Chakra Points: The amount of energy the adversary has
to perform its Abilities or Jutsu before it no longer can.
Allies are a classification most people call Non-Hostile • Speed: The adversaries movement speed.
or Friendly NPC’s. While they exist within the world as • Attack Bonus: This Represents the adversary’s ability to
the characters the DM will act on the behalf of and the make successful attacks- Melee, Ranged, Jutsu.
players will interact with for most of your campaign, • Jutsu DCs: This shows the primary, secondary and
they can be given Stats, abilities, and even a character weakest DCs of each of the 3 Jutsu types that the
sheet unique to them. adversary may use.
Characters whom you designate to be friends have two • Ability Modifiers: These are the Adversaries ability
different avenues towards character creation. modifiers. These can be arranged however you see fit.
If you want your Non-Hostile/Friendly NPCs to have Unlike player characters, adversaries can have bonuses
combat abilities similar to a Player then It is suggested naturally up to +10
to build them as a PC but with Average Hit points/Chakra • Saving Throws: These come in 3 grades. Best, Average,
Points. They also do not follow the normal Highest Worst. Use the highest for the adversaries best stat the
Ranked Jutsu known limitations. Average for the 2nd and 3rd stats and worst for the last 3
If you want your Non-Hostile/Friendly NPCs to have stats.
traits that are simpler to keep track of, you can build • Traits: Passive Perks the Adversary has from their
them as an “Adversary” the official name for this Role & rank.
Conversions “Monsters”. Building Friendly/Non-Hostile • Jutsu: Abilities the Adversary has that can be used
NPCs as adversaries will follow the same rules listed in every turn but costs their chakra points to use.
the “Adversary” Section.
2
BUILD YOUR ADVERSARY STEP 2. PICK A CLASS
Your next step is to assign a class to your new adversary.
Once you're ready to start building your monster, there
Unlike players, adversaries are split into 4 defined
are ten basic steps to consider:
classes, each further adjusting a adversaries Hit/Chakra
( LINK TO ADVERSARY BUILDER )
points, Initiative and even XP worth. The 4 Classes are;
1. Pick a Rank: Decide the overall threat level of your
• Minion: These are grunts. These adversaries are not
adversary. The higher the rank, the larger their
meant to challenge your players skills or test their
Hit/Chakra die, AC bonus, to hit Bonus, Save DC’s
power. These adversaries are the swarms or groups of
and Damage per action bonus
guards, nameless individuals of no worth, and random
2. Pick a Class: This determines, your adversaries
hostile entities that pose little threats on their own.
lethality.
Minions are meant to be a part of large groups or used
3. Pick a Level: Decide how dangerous your adversary
in a way to manipulate the Action Economy of the
should be. This will also provide you with the
encounter. On average if you want to challenge a
adversaries stat line.
single player, you want to throw at least 4-6 Minions
4. Pick a Clan: Choose what clan your Adversary hails
at a single player.
from, if any.
• Standard: These are your average threat. Another
5. Pick an Affiliation: Choose which factions or groups
similarly skilled individual. Someone who can take a
your adversary is affiliated with (if any)
beating and potentially throw it back at the player.
6. Pick a Role: Choose how your adversary will
These enemies have the potential to drain your players
function in combat. Different roles confer different
of resources, challenge their formation, or even deal
benefits. (Higher/Lower AC, saving throw bonuses,
significant harm. On average if you want to challenge a
Hit points, movement speed etc.)
single player, you want to throw at least 1-2 Standards
7. Assign Traits: Give your adversary some quick traits
at a single player.
from the list of traits below. Select traits that fit the
• Elite: These are your high-ranking individuals within
flavor and theme of the adversary.
an organization or group. Elites are a step above
8. Assign Passives/Role Ability: If your adversary is an
Standards and usually command Standards and
Elite or Solo, they will also have passives and unique
Minions alike. They usually have a group of
abilities based on their Clan and Role.
Minions/Standards at their disposal during an
9. Assign Jutsu: Give your adversary some Jutsu that
encounter. Elites can hit just as hard or even harder
rounds out their set and range of attacks. This
than a player. They also have special resources and can
allows you to build an adversary that can perform
even act multiple times during a single round. Elites
unique set of attacks.
are extremely potent in their ability to challenge
10. Finalize/Tweak: First finalize results by calculating
players. On average if you want to challenge players,
HP/CP/AC and then Tweak the default Adversary
for every 1 Elite, this will pose a challenge for 1 to 2
Stats if needed to better suit your group of players.
players.
• Solo: These are your Bosses. Super Elite Shinobi or
powerful Shamans, high ranking Samurai or undead
menaces, Chakra Beasts or unnatural monstrosities.
These adversaries should be tough show stoppers.
Able to change the scene, alter the environment, and
STEP 1. PICK A RANK even force new combat mechanics on your players,
Your first step in designing your own monster or even if but a single fight. On average a single Solo,
Adversary is to first decide the rank of this threat. Ranks should be able to handle as many players as you have.
decide the creatures starting Hit/Chakra Die, and
bonuses or penalties to its AC, to-hit bonus and any
bonuses to damage dealt per turn. The higher the rank
the bigger the threat. Adjust this when you want to have
your players to encounter a constantly scaling difficulty
during a mission. You want to keep your adversaries
relatively the same rank as the mission they are a part of,
deviating up or down 1 rank if needed. LEVEL 3. PICK A LEVEL
• E-Rank: Inconsequential threats.
Your next step is to assign a level to your new adversary.
• D-Rank: Low level threats.
Adversaries don't use traditional challenge ratings.
Instead, they use Adversary levels to determine their
• C-Rank: Mid-level threats.
base strength. Adversary levels are a one-to-one match
• B-Rank: High level threats.
for character levels—one 4th-level, Standard Adversary
• A-Rank: Extreme level threats.
should be a decent contest for one 4th-level player
• S-Rank: Village level threats
character. For a medium challenge, use the same level as
your average player character. Add +2 levels to make it a
more dangerous encounters, or -2 levels for an easier
time. Once you've decided on a level, check the
Adversary Statistics by Level table to find your
Adversaries basic attributes AC, hit points, attack
bonuses, damage, etc.
3
STEP 4. PICK A CLAN Each role changes the default adversary statistics in
To give your adversary additional depth and mechanical some fashion—granting more AC, or reducing damage,
versatility, you assign them a clan that they would hail or inflating health. Try to use a variety of roles to create
from. This clan will provide them open access to that chosen interesting encounters for your players.
clans Hijutsu and access to the clans Adversary traits. Finally, there is one last piece of picking an
adversaries Role and that is making the determination if
they are an Iconic and/or Epic adversary.
• Iconic: An adversary who is both named and
important to the narrative at large. This determination
will inform you as the DM if this adversary should
STEP 5. PICK AN AFFILIATION potentially have heavy influence in the story you are
Adversaries, much like player characters are usually trying to tell. Iconic adversaries should almost always
associated with a faction in the world. Shinobi in the be Elites or Solo. It is possible for a standard to be an
world of Naruto tend to represent their Village on their Iconic but it should be very rare. This Determination
headband or their organization via rings or clothing. also unlocked additional Role traits called Iconic Traits
This affiliation will provide additional options for trait that are much stronger than normal role traits.
selection. • Epic: Epic Adversaries are world changing and
narrative defining creatures. Madara, the 9 tailed fox,
the first Hokage etc. This adversary distinction should
be saved for campaign or Arc ending battles or world
defining people.
ADVERSARY R OLE ( S )
Armor Hit Point Chakra Point Saving Role Damage Speed
Role Class Modifier Modifier Throw Bonus Mod Bonus Role Specific Bonus
Caster +0 -0.6 +0.6 +1 +1.3 +0 +2 Bonus to Nin/Gen Attack Bonus
Controller +0 -0.4 +0.3 +1 +0.3 +0 +1 Bonus to All Jutsu Save DC
Defender +3 +0.4 -0.2 +0 -0.2 +10 +3 Bonus to Armor Damage Reduction (DR)
Generalist +0 +0 +0 +0 +0.2 +0 +3 Bonus to Initiative and Ability checks
Lurker -1 -0.2 +0.2 +0 0 +25 +1 Bonus to Critical Threat Range to all attacks.
Striker +2 +0.3 -0.4 -1 -0.4 +20 +1 Bonus to Tai/Buki/Weapon Attack Bonus Also,
increase number of weapon Attacks by +1.
Supporter +0 -0.1 -0.2 -1 4
-0.2 +10 +5 Bonus to Chakra Control Skill Checks
STEP 7. ASSIGN TRAITS
To give your adversary some unique mechanics. Add a
number of traits based on its class, clan, faction or role.
Traits help your adversary feel more unique, but try to
keep them simple, avoid stacking multiple traits that
perform the same function or traits that have a higher
rank than the adversary normally. Traits you decide on
for your Adversary can be from one of the four trait
types; Role Traits, Clan Traits, General Traits or Affiliation
Traits. When determining the appropriate number of
traits for any given Adversary, use the following;
• Elite/Solo: 2 Traits (Elite)/4 Traits (Solo)
o Level 1-8: +2 Traits.
o Level 9-17: +4 Traits.
o Level 18-25: +6 Traits.
o Level 26+: +8 Traits.
• Standard: 0 Traits
o Level 1-10: +1 Traits.
o Level 11-15: +2 Traits.
o Level 16-25: +3 Traits.
o Level 26+: +4 Traits.
• Minion: 0 Traits
o Level 1-11: +1 Traits.
o Level 11+: +2 Traits.
5
ADVERSARY CLASSES MINIONS
All but some are more equal than others, proving to be a A minion is weaker than other adversaries, having very
much bigger threat in combat. Some adversaries are few hit points, they fall quickly in combat, often in one
standard rank-and-file troops, while others are hit, if not protected by a strong defender. These are your
expendable fodder controlled by great leaders and lackeys, underlings, and lesser henchmen. Minions rely
commanders. Some exceptional adversaries are even on large numbers to overwhelm the enemy. Four minions
capable of taking on an entire party single-handed. This are the equal of one standard adversary and are a great
chapter will help you turn your adversary into a minion, option if you want to pit your players against mobs,
standard, elite, or solo creature to pit against your gangs, and hordes. To build a minion, apply the Minion
players. This chapter will also go over Iconic and Epic template below to any existing Quick Start enemy. When
Classifications and how they affect the adversaries stats, creating minion groups, keep things simple for yourself
and in what ways. and use the same role, traits, and powers for each group
Starting off all Adversaries except for the Minion of 4. (4 defender minions, 4 striker minions, etc.)
follows the same Hit Point Calculation formula. This
makes generating the Adversaries Hit points much M INION ADVERSARY
easier. Within the formula I will use plain language in an
Hit Point Calculation: 10 + Level
attempt to uncomplicated this process as for some, math
can be off-putting or difficult if completing this process Chakra: Minion adversaries do not have Chakra. Instead, they can
by hand. cast any D-Rank or C-Rank jutsu on their known list once per
Hit Point Formula: 10 + (Con Mod x Level) + (Rank Die turn. They cannot cast more than one jutsu per turn, and do
x Level) + (1 + Role Mod + Class Mod + Clan Mod + Trait not have reactions. Additionally, they can only concentration
Mod + Iconic Mod + Epic Mod) on jutsu for 2 rounds before they automatically drop
Chakra Point Formula: 10 + (Con Mod x Level) + (Rank concentration on it.
Die x Level) + (1 + Role Mod + Class Mod + Clan Mod + Trait
Jutsu Known:
Mod + Iconic Mod + Epic Mod)
• D-Rank
o Level 1-5: +1
o Level 6+: +2
• C-Rank
o Level 8-12: +1
o Level 13+: +2
Initiative -2 Mission XP 1
6
I CONIC M ODS
7
• Unique Action: The Adversary spends 1 Elite Action to
perform an action unique to it, such as a Freeform
Attack or custom feature or ability.
TENACITY DIE
Tenacity die allows your Adversaries to resist powerful
effects imposed by your players. This helps to provide
them with the ability to resist crippling conditions that
your players may use. Tenacity die are represented as
d4’s. Elite Adversaries have a maximum number of
Tenacity die equal to half their level. Solo Adversaries
have a maximum number of Tenacity die equal to their
level.
S OLO ADVERSARY
Both Adversary types begin combat with a number of
Tenacity die equal to their maximum possible. Tenacity Solo Hit Point Solo Chakra
die can be spent in the following number of ways; Modifier: +0.75 x Players* Point Mod +0.75 x Players*
• When the Adversary would roll an Ability check, it can Initiative +4 Mission XP 100
add spent Tenacity die to the check. On a success, the Save DC Bonus +2
adversaries suffers no effects from the Action, ability
or jutsu that forced or triggered the check. Elite Action (Solo): You have a number of Elite Actions per round,
• When the Adversary would roll a Saving throw, it can equal to the number of players and their allies in the turn initiative
add spent Tenacity die to the save. On a success the (Minus 1).
adversary passes the saving throw. Passing a saving Elite Tenacity (Solo): When you would roll any Saving throw or
throw with the assistance of Tenacity die is always ability check, you may roll an additional d4. You may roll any
treated as a Critical success, no matter the number of d4 you have remaining. You have a total number of d4
circumstance in regards to Genjutsu. equal to your level per combat.
• Activate Special traits, passives and/or actions as a
result of its Clan or Role, following the effects cost.
Epic Jutsu: This Adversary can perform an Epic Jutsu on its turn by
spending both 2 Elite Actions, and 10 Tenacity die. This Adversary
The adversary may roll any number of Tenacity die up can only cast such a Jutsu while in Phase 2.
to the number they have left adding the result to their
Jutsu Known
Saving throws and Ability checks. Adversaries regains
spent Tenacity Die, based on their current status in • D-Rank o Level 13-16: +3
combat, based on the following; o Level 1-4 +2 o Level 17+: +4
o Level 5-12: +4 • A-Rank
• Passing a Saving throw as the result of a Players jutsu
o Level 13+: +6 o Level 9-12: +1
by 10 or more, without the use of Tenacity die
• C-Rank o Level: 13-16: +2
recharges 1 Tenacity die, once every round.
o Level 5-8: +2 o Level 17+: +3
• If the Adversary would be hit by and suffer the effects
o Level: 9-15: +3 • S-Rank
of, a critical hit, they recharge 1 Tenacity die. If an
o Level 16+: +5 o Level 13-16: +1
adversary is immune to or would negate a Critical hit
• B-Rank o Level 18-24: +2
they do not Regain Tenacity die.
o Level 6-8 +1 Level 25+: +3
o Level 9-12: +2
E LITE ADVERSARY
Phase Transition: At 60% and 30% hit points, you may remove all
Elite Hit Point Elite Chakra on-going effects and conditions on yourself and trigger a new phase
+1 +1
Modifier: Point Mod transition.
Initiative +2 Mission XP 25 *Hit/Chakra Point Modifier: For each Player character and/or allied NPC that this
adversary would begin combat with, its Hit and Chakra point modifier
Save DC Bonus +1
increases by 0.75. For example, if there are 4 players fighting a Solo, you add
Elite Action (Elite): You may take one Elite Action at the end of 0.75, four time to get this adversaries Hit and Chakra Point modifier, which in
another creatures turn. this case is (+3)
Elite Tenacity (Elite): When you would roll any Saving throw or • If the Adversary is beyond Phase 1, at the beginning of
ability check, you may roll an additional d4. You may roll any each of its turns, it regains 2 Tenacity die.
number of d4 you have remaining. You have a total number of • If the Adversary is beyond Phase 2, at the beginning of
d4 equal to half your Level per combat. each of its turns, it regains 3 Tenacity die, instead of 2.
8
• Save the listed Hit Point values. PHASED COMBAT
• Create a different Adversary stat block for each Fights with a solo adversary are big events. They should
transformation. be a worthy capstone to your mission or series of
• Replace your solo's "Phase Transition" trait with the Missions, full of drama and excitement. Solo adversaries
following trait: ‘Phase Transition (Transformation). fight hard, changing as the battle progresses and they
When reduced to 0 hit points, remove all on-going start to take damage. When the solo adversary takes
effects on yourself as you transform and start a new enough damage (60% and 30% hit points), it
phase transition’. immediately removes any on-going effects and triggers
• Finally, use the saved Hit point Value as each forms hit a transition to a new phase of battle.
point value. • The Akatsuki member clasps their hands together
Alternatively, the more Cinematic version of Adversary weaving hand seals in their rage. They slam their palms
Transformations is the Phased Transformation variant. down fiercely on the ground sending surges of chakra
This variant relies on the cinematics surrounding an through it causing it to collapse and sending everyone
Adversary becoming more desperate, digging into their falling into the volcanic pit beneath.
bag of tricks or wells of power to fend off the threat in • The Giant Bears Stone body cracks, and it roars creating a
front of them. For an example from the narrative, this powerful shockwave of force upheaving the ground and
can be seen whenever Naruto taps into the 9-Tailed turning the battlefield into a forest of earth spikes.
foxed power, unwillingly or Sasuke gaining additional • The mad scientist absorbs the souls of his fallen minions
power from the Curse Mark or even his Mangekyōu to become a huge, powerful beast.
Sharingan.
A phase transition is, in essence, a short cut scene
Phased Transformations can be broken into 1 or 2 tiers,
wherein your adversary does something to change itself
depending on the number of Phases you want an
or the environment, the more cinematic, the better.
Adversary to have, broken up by roman numerals (I, II)
During a transition, players don't take any damage
or numerical values like 1 and 2.
while you change things around them but neither can
they act during the transition. The Phase Transition
should occupy multiple turns and end during Initiative
Count 0. During this time the Adversary is unable to be
targeted or effected by hostile effects, and it cannot take
hostile actions against the players. Before each players
turns when an Elite action would normally take place,
describe how the battlefield changes more.
This change should include some form of
environmental hindrance such as impeded vision,
difficult terrain, increased Chakra cost while within a
certain area of effect, etc. The more creative the better.
Of course, this goes without saying, but these
environmental effects should never aid or boost damage
players take. Only provide some form of environmental
challenge while the fight progresses.
HEALING SURGE:
During a phase transition, any player character that is
conscious and bloodied may recover some hit points by
spending up to 2 hit dice. This is a temporary respite
while your adversary is transforming the battle field.
9
ADVERSARY ATTACKS
Once you have an adversary! Unleash it on your players. All
adversaries need some form of attack for them to be a true
threat: a sword to slash with, huge jaws to bite down with,
dark jutsu to cast with. This chapter describes how to use
your adversary to attack the party in a variety of
interesting ways, introducing freeform attacks and jutsu.
FREEFORM ATTACKS
Adversaries don't start with any specific attacks listed as
part of their stat-block instead, they can use freeform
attacks for speed, simplicity, and flexibility. When you are
making an attack, describe an action that feels appropriate
for the monster and its weaponry:
• Is the Wild Tiger swinging wildly with huge claws? Then
it's making a slashing melee attack.
• Is it leaning forward to take a lethal bite? Then the melee
attack is piercing.
• Is the beast swiping its massive tail at you? Then it's a
bludgeoning melee attack.
• Does it suddenly breath searing flame at you? Then you'll
take fire damage from the close attack.
MULTIATTACK
Once your adversaries start dealing over 20 points of damage
Once you have described how the monster is attacking, per action, attack or jutsu cast, consider splitting their single
make an attack roll using the monster's attack bonus and attack into a multiattack, this helps to prevent players being
damage as normal. overwhelmed with massive damage from a single hit.
The Adversary Multiattack table demonstrates how to
KEEP IT SIMPLE create a multiattack based on an adversaries damage per
Keep your attacks simple and straightforward, and try to action the higher the damage, the more attacks.
avoid giving an adversary more than 3 different methods of
attacking unless they are particularly notable, such as an
elite leader or solo boss character. Whenever possible, use
iconic and flavorsome attacks.
FREEFORM JUTSU
Adversaries have access to chakra and Jutsu of varying Damage Per Attacks Per Damage Per Damage (%)
types. But you may desire to use a different set of Jutsu not Action Action Attack Per Attack
in the Core rule book for them. Maybe their attacks are 0-19 1 1-10 100%
themed specifically for them:
20-39 2 10-20 50%
• Does your Adversary use Fire and Earth jutsu to create
40-59 3 13-20 33%
Lava?
• Do they use Water and Wind to create Ice? 60+ 4 15-??? 25%
• Do they Manipulate Metal using Earth and Lightning?
• Do they control the weather using Wind, Water, Fire and DETERMINING FREEFORM ATTACK BONUSES
Lightning? OR SAVE DC’S
When creating Freeform Attacks or Jutsu, you want to
The same design philosophy should be used when
ensure that anything you create that requires a saving
creating their Freeform Jutsu as when you create their
throw, is using the correct formula for its Attack bonuses
unique Freeform Attack. Calculate your adversaries damage
or Save DC.
per action by using the following formula;
For Freeform Jutsu it is really simple to calculate their
(Level Damage x Role Mod) + Rank Bonus
attack bonuses and Save DC’s as it is the same formula to
calculate a players attack bonuses or save DC’s, but you
are also keeping in mind if the Adversary has any
bonuses added as a result of their Clan/Species
(Aberration, Celestial, Demon, Monstrosity, Mutant, Sage
Creature, Otsutsuki) or their role (Caster, Controller,
Striker).
Alternatively, if your attack or ability is not a Jutsu,
calculate it the same as a Jutsu, but choose the most
appropriate ability score to use with calculations.
10
FREEFORM CONDITION ATTACKS/JUTSU RECOVERING FROM CONDITIONS/ ONGOING
Attacks and abilities don't always deal damage. Instead, your
DAMAGE:
When you use a condition or ongoing attack/ability, try
adversary can attempt to inflict a condition on its target,
to consider how a player will recover from it. There are
such as blinded, poisoned, or chocked. This is called a
three methods of condition recovery:
condition attack/ability. Before you use a condition
attack/ability, describe what your adversary is trying to • Take an action: The player can do something on their
achieve and how: turn to end the effect as an action.
• Make a saving throw: The player can make a saving
• The savage bandit smirks as it throws dust into your face,
throw at the end of their turn to try and end the effect.
attempting to blind you.
• Wait X rounds: The damage ends naturally after a set
• The monstrous frog's neck convulses fiercely as it spits a
number of rounds (usually within 1-2).
jet of poisonous fluid at you, poisoning you.
• The giant bear reaches down towards your weapon and Pick the recovery type that makes the most sense for
tries to pull it from your grasp, disarming you. your particular attack, and be consistent with it.
AREA ATTACKS/JUTSU
Once you've described the condition attack/ability, make
an attack or force a saving throw as normal, inflicting the
condition on a failed save or successful attack, but with no Some adversary attacks affect everyone within a wide area.
damage. Explosive ammunition, balls of fire, slicing whirlwinds,
If you would want to deal both damage and inflict a clouds of poison. These are area attacks, and an adversary
condition, you can, but for every condition or rank of a can make these if they have the right tools or abilities.
condition you wish to inflict, reduce the damage you would Before you make an area attack, first describe what your
deal by 1-2 damage die. If you would deal 1-5 damage die adversary is trying to do and how they're doing it:
worth of damage, reduce it by 1. If you would deal 6+ damage • The giant toad swings a huge sword around in a deadly
die worth of damage, reduce it instead by 2. whirlwind of destruction.
WORSENING CONDITIONS
• The Samurai fires an explosive arrow towards the
middle of your shinobi squad.
Some special condition attacks become increasingly
• The giant snake tries to burn you with an arc of
more severe over time, often when a player fails to make
scorching poisonous venom.
a saving throw at the end of their turn. These are
worsening condition attacks. To make a worsening Once you've described what the attack looks like, decide
condition attack, pick a condition that can be applied on its point of origin by having a set range decided on the
multiple times, each with a worsening effect, such as attack/ability, basically how far away from the user can
envenomed, shocked, bleeding or bruised. When the this attack go? This is usually 20+ feet away, originating
player fails a saving throw, the condition advances, from the user. Next, choose the size of the area affected by
increasing by 1 rank. the attack. Pick an area template, and then decide its
If the player makes a successful recovery attempt, range. Try to keep the size of your area attacks within 5ft
whether by a saving throw or other relevant action, the to 20ft unless your adversary is particularly large or
conditions does not progress, but the previous ranks powerful.
remains.
AREA T EMPLATES
ONGOING DAMAGE Type Description
Sometimes an adversary’s attacks linger, causing harm
Line A Straight Line from the origin
long after the initial hit. Burning acid, a bleeding wound,
painful frostbite. This is categorized as ongoing damage, Sphere A Sphere centered on the origin
and an adversary can inflict this instead of dealing direct Cone A Cone Radiating out from the origin
damage. Before you make an ongoing damage attack,
Cylinder A cylinder centered on the origin
describe what your adversary is trying to do:
Cube A cube with one side on the origin
• The Flame themed Shinobi tries to set you on fire.
• The Bandit slashes at your leg with its hooked blade.
Finally, decide on whether the attack will deal damage
• The lurker throws a vial of bubbling acid at you.
on a miss to determine the final damage value. When
Then make an attack or forces a saving throw as normal. doing this, first, take the attacks/abilities damage die
If successful, the adversary deals little to no immediate count and divide it by 4, round down if needed. Subtract
damage, but leaves behind a residual damaging effect or the result from your original damage die count. This is
condition, such as the burned or envenomed condition. the abilities damage potential.
Now decide if the ability deals half damage on a
success. If it does, nothing changes. If it does not, and
instead deals 0 damage on a successful save, it gains +2
damage die.
AREA D AMAGE
Type Description
No Damage on a Miss On a save, 0 damage.
Half Damage on a Miss On a save, half damage.
11
MOVEMENT ATTACKS R ESOURCE T YPES
Some adversaries use attacks to move you around the
Type Description
battlefield pushing, pulling, or sliding you into
disadvantageous positions. These are movement attacks, Exhaustion 1
The target gains a level of exhaustion
and an adversary can make these in place of doing Death Saves The target gains a failed death save
damage. To perform a movement attack, first describe
Hit Dice The target is drained of one unspent hit die (If
what your monster is trying to do:
there are multiple sizes, use the lowest size first)
• The Rival Jonin casts a powerful Wind blast to try and
Chakra Points2 The target is drained of chakra points
push you backwards into the spiked wall.
• The Giant Frog tries to hit you with its sticky tongue Chakra Dice The target is drained of one unspent chakra
and pull you into its hungry mouth. die (If there are multiple sizes, use the lowest
• The agile assassin tries to use a distracting feint to size first)
swap places with you. Ryo The target is drained of some Ryo (Or other
Once you've described the attack, decide on the type of form of wealth
USING JUTSU
movement you want to happen to your target. Is it a pull,
push, slide, or direct movement?
Finally, decide on the distance your target should be Pick a narrow one-word theme for your adversary such
moved if hit. Try to keep this within 10ft to 30ft unless as fire, water, shadow, decay, etc. Now your adversary
your adversary is particularly large or dangerous. can make freeform attacks using that theme, just as they
could if they were using any mundane weapon.
M OVEMENT T YPES
Type Description JUTSU COST
Pull The target is pulled towards you in a straight line Unlike players, Adversaries do not have variable jutsu
Push A target is pushed away from you in a straight line costs. By that, I mean that adversaries do not spend
chakra equal to the value listed in their chakra cost.
Slide The target is moved in a general direction Instead, they also spend a set amount based on the rank.
Direct A target is moved instantly to a spot (such as by teleport) • D-Rank: 5 Chakra
12
ROLE PASSIVES & ABILITIES
An optional thing that all Elites and Solos have access to,
is a set of passives and abilities unique to their Roles.
These passives grant them an additional interesting
set of mechanics that have to be circumvented by players
in some way. This would be comparable to their traits,
but unlike traits, only Elites and Solos can ever gain
these role passives or abilities.
Each role has 2 Passives and 1 Ability attributed to it. If
an adversary is level 5 or greater, they gain access to
their first role passive. If an adversary is level 11 or
greater, they gain access to their second role passive.
All Elite and Solo Adversaries whom are level 8 or
higher, have access to their Role ability, a unique and
powerful ability only those of their role can access.
This ability is uniquely powered by their Tenacity
die.
CLAN PASSIVES
A unique addition to this is that all Elite and Solo
adversaries have access to a Clan/Species
passive. A powerful thing that grants them
abilities unique to their clan or species. This
allows Elites and Solo’s to have access to their
clan defining traits without it occupying a trait slot
for them, such as the Sharingan for the Uchiha or
Byakugan for the Hyuga. C-Rank, Standard, Leaf Shinobi, Generalist, Non-Clan
Level: 7 (10xp), Proficiency: +5
CLAN/SPECIES BONUSES
Most clans won’t adjust a creatures statistics. But Armor Class 16 (Medium Armor), DR: 4
some will, and those clans are exceedingly special. Hit Points 73 (7d8 HD)
Clans that adjust a creatures statistics in any way are Chakra Points 73 (7d8 CD)
listed below; Speed 30 ft., Initiative +5
13
14
CONTROLLER ROLE TRAITS
Select one Ability score from the following; Strength, Intelligence, Charisma
All hostile creatures within 30ft of this adversary who would make a saving throw against jutsu this Adversary Cast that
Aura: forces the chosen saving throw suffers a -1 Penalty to the save, based on the rank of the jutsu cast. This trait can be
A-Rank
Destabilization temporarily deactivated if this adversary is targeted by a special effect such as A-Rank Chakra dispel or Uzumaki Break. You
can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is
deactivated until the end of this adversaries next turn. D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.
All hostile creatures within 30ft, who would have a bonus to their attacks or damage as a result of a Jutsu or class feature, it
is instead turned into a penalty. This trait can be temporarily deactivated if this adversary is targeted by a special effect
Aura: Reversal A-Rank
such as A-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a
specific condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn.
Creatures who fail a saving throw as a result of a jutsu you cast, they are temporarily crippled, being unable to cast jutsu
Crippling Strike B-Rank
with the Mobility (M) component until the end of their next turn.
You can use your reaction to initiate a Clash with a creatures jutsu, by casting a jutsu you know with a cast time of 1 actio n.
Stance Break B-Rank
Additionally, the triggering creature rolls at disadvantage.
Manipulative A hostile creature under the effects of a jutsu you are concentrating on suffers a -1 penalty to their AC based on the rank of
C-Rank
Control the Jutsu. D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.
When a Hostile creature would attempt to cast a Jutsu that requires Chakra Molding while they are within 30 feet of this
adversary, they must make a Constitution save. vs a DC 10 + Level. On a failed save, their jutsu fails and their chakra is
Aura: Chakra C-Rank spent. This trait can be temporarily deactivated if this adversary is targeted by a special effect such as C-Rank Chakra dispel
Disruption or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition, Action or
damage type. The aura is deactivated until the end of this adversaries next turn.
Creatures who fail a saving throw as a result of a jutsu you cast that would forcefully move them, you double the forced
Knockback C-Rank
movement distance.
The ground in a 30ft radius around this adversary is treated as difficult terrain for hostile creatures. Each hostile creatur e
that starts its turn in that area must succeed on a Strength saving throw vs DC 10 + Level or have its speed reduced to 0 unt il
Aura: D-Rank the end of their current turn. This trait can be temporarily deactivated if this adversary is targeted by a special effect suc h as
Entanglement C-Rank Chakra dispel or Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific
condition, Action or damage type. The aura is deactivated until the end of this adversaries next turn.
Distraction D-Rank Creatures who fail a saving throw as a result of a jutsu you cast, attacks made on their next turn suffer a 1d4 penalty.
When you would withhold your action to cast a jutsu in response to a hostile or allied creatures actions, you can, as a part of
Get Into Position D-Rank
the same action, command up to 2 allies to move up to 30 feet into any space that can hold them.
Overwhelming Creatures who attempt to make a Wisdom or Charisma ability check against you, make their checks at disadvantage.
D-Rank
Presence Additionally, when you would make a Charisma Ability Check roll at advantage.
Creatures who fail a saving throw as a result of a jutsu you cast that would inflict a condition, cannot remove the condition
through jutsu with the Medical Keyword while you are within 120 feet of them. Creatures who would attempt to end a
Unrivaled Tactics S-Rank
condition as a result of the condition allowing them to make an ability check or saving throw, make their check/save with a
1d12 penalty to the result.
15
D EFENDER R OLE T RAITS
Immune to Critical Hits and any Critical hit-based effects, unless you are already bloodied (50%HP). A critical hit does not
Critical Defense A-Rank
guarantee an automatic hit against you.
Vanguard A-Rank Allies within 15ft of you have a +2 bonus to all saving throws.
Select two damage types. Gain Resistance to the select damage types. If you have vulnerability to a chosen damage type as
Chakra Protection B-Rank
the result of a different trait, you cannot gain resistance to that chosen damage type.
The first instance of damage you take each turn is reduced by your level. This trait can be temporarily deactivated if this
Fortress B-Rank
adversary is targeted by a B-Rank Chakra dispel. The trait is deactivated until the end of this adversaries next turn.
As a Bonus action, you can mark one creature you see in initiative. A marked target has -1d6 penalty to any attack roll that
Don't Look Away C-Rank
doesn't include you. You can have one active mark at a time, and marks don't stack.
Select one keyword from the following; Auditory, Visual, Inhale, Tactile. You have advantage on saving throws against
Genjutsu Resistance C-Rank
Genjutsu with the chosen keyword.
Get Behind Me C-Rank Allied creatures within 15ft of you are treated as if they have a +2 bonus to their AC. (This does not include you)
Heavy Defense C-Rank Your defense is impenetrable. Creatures cannot ignore your Temporary hit points regardless of their features effects.
Got Your Back D-Rank When standing within 15ft to an ally or attacking target, you can spend your reaction to redirect the attack onto yourself.
As a bonus action, mark one allied creature. A marked allied creature cannot be knocked prone, and have advantage on
Protector D-Rank
saving throws to resist Physical Conditions.
Impenetrable D-Rank Pick one: Bludgeoning, Piercing or Slashing. You gain Resistance to the chosen damage type.
When you would cast a jutsu that would reduce damage, increase your or an allied creatures AC, or provide temporary hit
Guardian S-Rank points, All allied creatures within 15ft of you gain the benefit of the jutsu cast. They maintain the benefit of the jutsu for the
same duration you benefit from it.
When a hostile creature would attempt to disengage or move more than 5 feet away from you while you are engaged with
Can't escape A-Rank
them, you can cast a Jutsu as a reaction to that movement.
When you hit a creature with an attack while you are hidden, the attack automatically is treated as a critical hit. When you
Murder B-Rank score a critical in this way, you do not add modifiers of any type and only roll double the damage die. You can trigger this
trait, once per turn.
Lethal Edge B-Rank When you score a critical hit with an attack you make, make one additional weapon attack as a part of that same action.
Once per turn, you deal an extra, 1/2 level d8 damage when you hits a target with an attack and have advantage on the
Sneak Attack C-Rank
attack roll, or when the target is within 5 feet of your ally.
Earth Glide C-Rank Gain a Burrow speed equal to your movement speed.
While in dim light or darkness, you can take the Hide action as a bonus action. Additionally, while hidden, you make no
Shadow Stealth C-Rank
sound while moving and cannot be tracked by any means that require vision.
Camouflage D-Rank When you are hidden, hostile creatures cannot spot you with passive perception.
Hide In Plain Sight D-Rank You can attempt to hide when behind even partial cover or while lightly obscured.
As a bonus action, mark one creature you can see within 60 feet. A creature marked by this feature cannot gain the benefits
Primary Target D-Rank
of stealth against you.
Once per turn, you can spend your Bonus action to teleport to one hostile creature who is in bright light as you appear from
Shadow Step D-Rank
their shadow. If you do, you must spend a Bonus action to recharge this trait.
When you would reduce a creatures hit points to 0, they automatically fail 2 death saving throws, and make their next death
Dead to Rights S-Rank
saving throw with a 1d4 penalty.
16
GENERALIST ROLE TRAITS
Once per combat, when you would cast a Jutsu, maximize the damage, double the range, and gain advantage on the attack
Superior Potential A-Rank
roll or impose disadvantage on the save. Once you do this, until the end of your next turn, you are Paralyzed.
Superior Select one Trait from either the Caster, Striker or Defender. Replace this trait with that one. (You may need to switch this
A-Rank
Technique adversaries Role in order to make your selection. But when you have made your selection, switch the role back to Generalist.)
Superior Power B-Rank Twice per turn, add your level in damage in place of your ability modifier to a damage roll you make.
Jack of All B-Rank You gain half proficiency in all of skills and saves you are not proficient in.
You Can't Hide C-Rank You have advantage when trying to detect hidden enemies. Any enemy that you can see is also visible to your allies.
When you make an Ability check with a skill you are proficient in, you may add 1d6 to your check. Additionally, If your Ability
Superior Skill C-Rank
checks are ever contested, you instead add 2d6.
When you would make a saving throw vs any hostile jutsu or feature, you may add 1d6 to the saving throw. You may only do
Superior Ability C-Rank
this once before the beginning of each of your turns.
You gain a +20 movement speed bonuses, can climb, water and wall walk without any movement penalty and ignore difficult
Explorer D-Rank
terrain and terrain that imposes movement penalties.
When you are standing and unrestrained, attacks against you have a 1d6 penalty unless you are adjacent to two or more
Hard to Hit B-Rank
enemies.
You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move
Light-Footed D-Rank
away up to half your speed.
Pincer Movement D-Rank When an ally moves adjacent to an enemy, you can spend your reaction to move up to your speed towards that same enemy.
When you are the only creature alive or conscious, while outnumbered by hostile enemies. You gain advantage on all Attack
rolls, Ability checks and saving throws so long as you are not adjacent to more than 2 hostile creatures. This trait can be
King of the Hill S-Rank temporarily deactivated if this adversary is targeted by a special effect such as S-Rank Chakra dispel or Uzumaki Break. You
can change the effect or jutsu needed to one your party has such as a specific condition, Action or damage type. The aura is
deactivated until the end of this adversaries next turn.
Efficient Casting B-Rank Ninjutsu and Genjutsu you cast cannot have their costs increased.
Ninjutsu you cast that deals Poison, Acid, or Necrotic damage to a targets HP automatically inflicts 1 rank of the following
conditions, once per casting;
Primalist Wrath B-Rank Poison - Envenomed.
Acid - Corroded.
Necrotic - Bruised.
If you cast a Ninjutsu or Genjutsu that requires an attack roll, and you would miss, you can choose to spend double jutsu's
Ricochet C-Rank
cost to reroll the attack. You can only use this trait, once per casting.
When you cast a Ninjutsu or Genjutsu that requires an attack roll, compare the result of the attack to all creatures of your
Scattershot C-Rank choice within 5ft of the initial target AC, treating each one as if they were also the original target dealing the jutsu’s da mage
and effects to them as well.
Select one Jutsu known, the chosen jutsu gains any of the following keywords of your choice; Ninjutsu, Earth Release, Wind
Specialized C-Rank Release, Water Release, Fire Release, Lightning Release, Fuinjutsu, Sensory, Genjutsu, Tactical, Auditory, Visual, Inhale,
Casting Tactile.
When you would cast a Ninjutsu or Genjutsu that requires an attack roll, targeting a hostile creature who has moved less
Hold Still D-Rank
than 15 feet this round, your attack is made at advantage.
When you would cast a Ninjutsu or Genjutsu while you have an Elemental Condition, you can reduce the rank of that
Torque Casting D-Rank condition by 1, converting some of its left-over energy into chakra for your jutsu. Your jutsu gains the release keyword from
the damage type needed to inflict the condition and increase the damage by 1 damage die. You can do this once per round.
As an action, you can release a surge of elemental chakra (Earth, Wind, Fire, Water or Lightning) to overwhelm hostile
Elemental Wrath D-Rank creatures. All creatures within 60 feet of you at your choice must succeed a Dexterity saving throw vs your highest save DC.
taking 1/2 your level d6 damage of your chosen damage type. (Recharge 3-4)
When you would cast a Ninjutsu or Genjutsu, and a creature would attempt to cast a Jutsu as a reaction to you casting
Unmatchable S-Rank yours, by spending 2 Tenacity die (Or 5 Chakra die), your jutsu's effect trigger first, regardless of the Reaction based juts u
Casting used. Once you use this trait, you must spend 2 Tenacity die (or 5 Chakra die) to recharge it.
17
STRIKER ROLE TRAITS
Once per turn, when you strike a creature who are suffering from the Dazed, Staggered, Concussed or Restrained
Savage Strike A-Rank Conditions, you deal the maximum possible damage. Once you use this trait, you cannot use it again until you spend at
least 1 round not casting Taijutsu or Bukijutsu with your Action or Bonus Action.
As an action, you focus, being unable to attack in any way for the remainder of the turn. At the beginning of your next
Strikers Focus A-Rank turn, you gain advantage on all attack rolls made until the end of that turn. On a successful hit, deal additional damage to
each attack made equal to your proficiency bonus.
Twice per turn, When you would deal damage to a creature with a Weapon or Taijutsu Attack, you gain a +1 bonus to your
Blood fury B-Rank next attack roll against that target on the following turn. This bonus can be no more than +5, and resets when you do not
score a hit on a creature on one of your turns.
When you reduce a target to 0 hit points with a melee attack on your turn, gain an additional action which must be spent
Rampage B-Rank
to perform the same melee attack, jutsu, feature or trait against the next closest hostile creature. (Recharge 5 -6)
When you would make a Melee Weapon attack against a creature who has another creature within 5 feet of them, you can
Cleave C-Rank
choose to deal your attacks damage to both, if you score a hit.
You gain a 1d6 bonus on Weapon and Taijutsu attacks against creatures who are currently benefiting from a bonus to
Press the Attack C-Rank
their AC as the result of a Jutsu they cast this round.
Once per turn, when you would deal damage to a creature with a melee weapon or Taijutsu attack, you can choose to
make an additional attack as a part of the same action at a -5 penalty to the attack roll. If you would score a successful hit,
Savage Assault C-Rank
you can repeat this attack one additional time. Until the beginning of your next turn, creatures gain advantage on attacks
targeting you after using this trait.
At the beginning of your turn, you can choose to gain advantage on all melee attacks OR advantage on your damage rolls
Reckless C-Rank you make for that turn. However, hostile creatures gain the same benefit targeting you until the beginning of your next
turn
Jutsu of War C-Rank Each time you cast a Jutsu, you can make an additional weapon attack as a part of the same action used to cast the jutsu.
You can deal 2d6 bonus damage to any creature that harmed you in any way in the previous round. (This includes
Revenge D-Rank
damage, penalties, conditions, or forced movement)
Savage Flurry D-Rank As a bonus action after taking the attack action, make one weapon attacks.
Creatures cannot take reactions against you, the first time they would see you make an attack with a weapon, unarmed,
First Impressions S-Rank or cast a jutsu for the first time against them. If you would make an attack with the same weapon or cast the same jutsu,
all creatures who could see it cast or made prior, are unaffected by this trait.
Helpful D-Rank You can perform the Help Action as a bonus action, targeting up to 2 allied creatures up to 30 feet away.
Aura: Defensive D-Rank Allies within 30ft of you can take the Dodge action as a bonus action.
Commands
Aura: Recovery D-Rank Allies within 30ft of you who would regain hit points, regain additional hit points equal to half your level.
If you roll initiative with an allied creature who is classed as an Elite or Solo, they begin combat with additional Tenacity
Tenacious Support S-Rank die equal to 1/3rd your level. Alternatively, if initiative is rolled while not allied with a creature who is classed as an E lite or
Solo, but instead a Standard, those allied gain a number of tenacity die equal to 1/6th your level, which are d4's.
18
I CONIC C LASSIFICATION T RAITS
When you would deal damage using your strength that adds your ability modifier, you instead use 2 times your Strength
Iconic Strength A-Rank modifier for calculating their damage and saving throw. Finally, this adversary cannot make Strength ability checks or
saving throws at disadvantage.
You are immune to effects that would alter your mental state, change your personality or disposition or force you to act
Iconic Will B-Rank against your will. Also, when you would make a saving throw of any type, and you succeed by 5 or more, you regain 1
tenacity die.
You gain a +30 bonus to your movement speed, cannot have your speed reduced by any means, ignore difficult terrain, and
Iconic Reflexes C-Rank have advantage on all ability checks and saving throws made to resist the grappled, slowed, weakened, and restrained
conditions. Additionally, when you would succeed on a Dexterity saving throw, you ignore its effects.
Treat Immunity as Resistance. Ignore Resistance. Damage Reduction is always treated as half its value against your
Iconic Power B-Rank
damage.
You are resistant to all damage unless it would deal twice your level in damage during a single instance, attack roll, or
Iconic Resistance S-Rank
saving throw.
You cannot lose concentration on a Jutsu, feature or trait as a result of damage. When a creature would attempt to remove
Iconic Focus B-Rank
your ability to mold chakra you make your saving throws or ability checks to resist at advantage.
You are immune to Charisma based ability checks, effects, or interactions. You cannot be charmed, frightened or
Iconic Presence C-Rank
controlled by other creatures. Also, you have advantage on all saving throws or ability checks vs Fuinjutsu.
You have the blood of legends in their veins. You can learn any Hijutsu regardless of clan limitations. All of your Jutsu gai n
Iconic Legacy C-Rank the Hijutsu keyword and cannot be learned or copied. Additionally, you can gain 2 additional Clan Traits of your choice
from any Clan.
Iconic Tenacity A-Rank You gain additional Tenacity die equal to half your level. Alternatively, you gain 3 additional uses of Legendary Resistance.
Iconic Aura S-Rank Allies within 30ft of you gain a +2 bonus to their Attack rolls, AC, Saving throws and ability checks.
Iconic Force A-Rank Creatures that would make a saving throw to resist a jutsu you cast reduces their saving throw by 1d4.
Iconic Reactions A-Rank You have additional reactions equal to 1/4th your level you can use per round. You can still only use one reaction per turn.
You are aware of all hostile creatures location within 300 feet of them. You are also aware of all jutsu and proficiencies
Iconic Awareness D-Rank hostile creatures within 120 of you have.
ROLE PASSIVES/ABILITIES
19
DEFENDER ROLE PASSIVES /ABILITY
Passive 1 At the beginning of each of your turns, you gain your level in Temporary hit points.
Allied creatures (excluding yourself) who are within 10 feet, that the Defender can see, gains 10 Damage reduction against
Passive 2
all damage types.
By Spending 4 Tenacity die, and a reaction to this adversary or its allies taking damage, it can Overguard. When it does,
this creature chooses one. This adversaries allies can only benefit from one of these effects at a time;
Role Ability - All of its Allies AC becomes equal to this Adversary until the end of the current turn.
- All of its Allies treat the result of all of their saves as this Adversaries AC, until the beginning of this adversaries next turn.
- All of its Allies Reduces damage they take from all sources, until the end of the next turn by this Adversaries AC.
20
CLAN/SPECIES TRAITS
ABERRATION S PECIES ADVERSARY T RAITS
Jutsu, Features and abilities that would grant its users information about you, such as maximum or current
Hit points, Resistances, Jutsu known etc. have a -5 Penalty to the check needed to discern this information.
Alien Anatomy A-Rank
If no check would be made, they instead must complete a DC 10 + Your level + 5 check using the
appropriate ability score or skill.
Ninjutsu and Genjutsu you cast do not count as Jutsu, and instead innate abilities. As a result, you can only
Alien Abilities S-Rank
half the normal amount listed for your level/class/role.
When you would clash with a hostile creature, you cannot roll at disadvantage and the opposing creature
Alien Logic B-Rank
cannot roll at advantage
Hostile or opposing creatures who would make an ability check while they can see or hear you, suffer a 1d6
Alien Presence B-Rank
penalty to the check as your presence alone makes it difficult for them to concentrate.
Alien Existence A-Rank You cannot be banished, teleported or moved against your will by any means.
21
B EAST C LAN /S PECIES A DVERSARY T RAITS
You have passive aggressive tendencies based on your species. You gain advantage on your first attack made
Bestial Aggression B-Rank
against the last creature that targeted you with an attack.
Bestial Instinct C-Rank As a Reaction you give the first attack made against you disadvantage until the end of your next turn.
Bestial Pack When you have an allied creature within 5 feet of a hostile creature. When you make an attack against the
B-Rank
Tactics hostile creature, you deal additional damage equal to half your level.
Bestial Self When you reach half health. You count as always being under the effects of the dash action when you are
D-Rank
Preservation moving away from hostile creatures.
Bestial Senses D-Rank Gain a +10 in perception
22
F UTTON C LAN ADVERSARY T RAITS
Corrosive Blood A-Rank Once per turn, when you take damage, all creatures within 5 feet of you takes Acid damage equal to your level.
Once per turn, when you deal Acid Damage to a creature holding a weapon with weapon seals, the weapon
becomes brittle. If you deal damage to that same creature holding the same weapon three times this combat,
Corrosive Arts B-Rank the weapon is permanently damaged suffering a -2 penalty to hit and damage. A weapon that suffers this traits
effects twice in any single combat is destroyed. A creature with a weapon damaged by this weapon can repair it
with the Mending Jutsu.
Once per turn, When you cast a Futton Clan Hijutsu, all creatures within 10 feet of you must make a Constitution
Corrosive Aura B-Rank
save vs your Ninjutsu save DC. On a failed save they gain the corroded condition.
As an action you spend 25 chakra to increase your Strength or Dexterity bonus by +4 until the end of your next
Boiling Chakra A-Rank
turn.
As an action you can spend 20 chakra per creature within 10 feet of you, to increase the selected creatures AC
Boiling Aura A-Rank
by +2 until the end of your next turn.
23
I NUZUKA C LAN ADVERSARY T RAITS
Nin-Dog Attack C-Rank You can use a bonus action to have an ally (beast only) make a single melee attack.
When your Nin-Dog would take damage you can command it, as a reaction to reposition itself to a space
Beast Master C-Rank adjacent to you. When you it gains resistance to that instance of damage, and moves up to twice its full
movement to accomplish your order.
You have advantage on attack rolls against a creature If at least one of your allies are within 5 feet of the
Pact Tactics C-Rank
creature and the ally isn't incapacitated.
Feral Ability D-Rank So long as you can smell, your passive perception cannot be lowered.
When an allied beast within 30 feet of you scores an attack you can use your reaction to cast an Inuzuka clan
Bestial Fury B-Rank
jutsu.
24
K URU C LAN A DVERSARY T RAITS
Yin Chakra Kuru Clan Hijutsu you cast can imitate any one nature release of your choice. Select One nature release from a
D-Rank
Molding jutsu on your known list. That jutsu loses its nature release keyword and deals Necrotic Damage.
Yin Chakra Adept C-Rank Jutsu you cast, without a Nature Release keyword, has its Damage die both increase by +1.
Chronographic When you would be reduced to 0 Hit Points, you may use your Reaction to instead remain at 1, as you barely
B-Rank
Trance dodge out of the way of the fatal attack.
Shadow Twice per encounter, when you would deal Necrotic Damage, you deal additional Necrotic Damage equal to
B-Rank
Techniques your level.
Yin Chakra
B-Rank All jutsu you cast with any Nature Release Keyword deals Necrotic Damage.
Imitation
25
N ON -C LAN C LAN ADVERSARY T RAITS
Self-Taught Skills C-Rank You cannot make ability checks with a jutsu based penalty of any type.
When an ally you can see falls to 0 hit points, you can use your reaction to gain advantage on attack rolls and
Never Back Down B-Rank
all saves until the end of your next turn.
Twice per encounter when your hit points would fall to 0 they instead fall to 1 and cannot fall to 0 until the
Never Give Up A-Rank
end of the current turn.
Never Abandon a When an ally you can see falls to 0 hit points, you can, on your turn, use an action to move up to your ally and
C-Rank
Friend restore hit points to them equal to your proficiency bonus.
Limitless Twice per encounter when you make an attack roll, ability check or saving throw you can add an additional
D-Rank
Potential 1d6 to the roll.
26
S ARUTOBI C LAN ADVERSARY T RAITS
Advanced Chakra
B-Rank You cannot have your chakra molding removed by any means.
Transformation
Advanced Chakra Twice times per encounter when you cast a Ninjutsu that does not require concentration you can treat its
C-Rank
Control Chakra cost as if it were 1 rank lower.
Strong Natures C-Rank When clashing with Ninjutsu of a superior element you roll at advantage.
Adaptive Twice per encounter when you cast a Ninjutsu with a nature element type, you can choose to change its
C-Rank
Elements damage type to the same as another Elemental Ninjutsu you can cast.
Elemental As a bonus action you can coat a melee weapon. The weapon while in your possession deals an additional 1d4
C-Rank
Weapons damage with melee weapon attacks.
27
T SUCHIGUMO C LAN A DVERSARY T RAITS
You gain a +5 to passive perception and perception checks made using sight, and can make ranged weapon
Third Eye B-Rank
attacks at double their normal range until the end of your next turn.
Hand Scythes, Quarterstaffs, Whips, Longbows, Short bow’s & bow ammunition (arrows) you wield are
Web Weapons C-Rank
enhanced with web and score a critical hit on a roll of 19-20
As an action you can spend 20 chakra to increase your AC by 2 and gain 30 temporary hit points for one
Exoskeleton B-Rank
minute, or until the temporary hit points are gone.
Spider Climb C-Rank You gain a climbing speed equal to you walking speed and cannot be knocked prone on any solid surface.
Web pull D-Rank Once per turn when you hit a creature with a ranged weapon attack you can pull them 10 feet closer to you.
28
Y OTON C LAN ADVERSARY T RAITS
Master Mental Twice per encounter when you use a Yamanaka Clan Jutsu you may deal 3d10 Psychic damage in addition to
B-Rank
Alteration the Jutsu's effect.
Adept Transfer C-Rank A Creature who fails a saving throw inflicted by a Genjutsu you cast, suffers a 1d4 penalty.
Mental
B-Rank Twice per encounter when using Yamanaka Clan Genjutsu you may increase the saving throw by 2.
Domination
Awakened Mind D-Rank You gain Telepathy with a range of 60 feet.
Efficient Mind C-Rank Yamanaka clan Hijutsu you cast cannot have their cost increased by hostile effects
29
ADVERSARY C LAN PASSIVES
This Adversary is completely foreign to the Shinobi World. Their Attacks, power source, resources and mode of attack are all completely
foreign to Ninja and thus cannot be understood. Attacks, Jutsu and abilities this creature uses cannot be understood and requires no
handseals or chakra molding. They also do not have Chakra, instead spending Tenacity die as their only resource for chakra. D ue to this,
Aberration Aberrations gain three times the number of tenacity die they would normally gain. This Adversary regains a n additional +3 Tenacity at the
beginning of each of its turns.
D-Rank: 1 Die, C-Rank: 2 Die, B-Rank: 3 Dice, A-Rank: 4 Dice, S-Rank: 5 Dice.
This Adversary is an adept controller of insects capable of accomplishing a myriad of things in combat with insects alone. Da mage this
Aburame Adversary deals with Aburame Clan Hijutsu can absorb chakra equal to half the damage result
This Adversary is one of Fortitude and hunger. When this creature gains Temporary hit points as a result of a jutsu or trait, it gains
Akimichi additional temporary hit points equal to its level, once per round. If this adversary is bruised, burned, bleeding, shocked or chilled, this
passive is negated until they are cleansed of these conditions.
This Adversary is one of bombs and destruction. Bakuton clan Hijutsu this creature casts increases its jutsu's radius by 5 fe et. They can
Bakuton spend 1 Tenacity die to increase this to 15 feet.
Beast This Adversary is one born of the wild. This Adversary gains a +1 bonus to hit and damage for every allied creature within 5 feet of it.
This Adversary is artificially constructed. Meant to be built to the tastes of its masters. Select 3 Damage types or conditions to become
immune to, 3 to become resistance to and 5 to become vulnerable too. You cannot select the same damage type or condition multiple
Construct times with this trait. Additionally, if you have vulnerability as the result of any other traits, you cannot select those dam age types or
conditions as options to become immune or resistant to.
This Adversary is a truly terrifying creature. Born of demonic heritage and formed entirely of malice filled chakra it cannot be tamed and
is an engine of destruction. This Adversary is immune to Social interaction, Cannot have its Chakra molding removed, and can spend 1
Demon tenacity die to reduces all damage it takes by an amount equal to its level until the end of the current turn. For all of its power it is weak to
Sealing arts. This creature has vulnerability to jutsu with the Fuinjutsu keyword and cannot spend more than 1 Tenacity die in response
to their effects.
This Adversary never misses. Once per turn, when this Adversary misses with a weapon attack, it can remake the weapon attack targeting
Fuma a different creature within range.
This Adversary is immensely powerful. When it would cast a Futton Clan Hijutsu it can double the jutsu's cost to increases its range or
Futton affected radius by 10 feet.
This Adversary is the peak of Lightning release with the blood of a Hero running through it. This Adversary can spend 1 Tenac ity die to
Hatake overcharge a jutsu with the Lightning Release keyword.
This Adversary has the blood of the King of Hunters. At the beginning of each of this Adversaries turn, it can spend 1 Tenaci ty die to regain
Hebi hit points equal to 1/10th of its hit points. Additionally, it can spend 1 Tenacity die to coat its weapon in Pois on, increasing its damage die
by +1 and making its damage type poison, in addition to whatever its previous damage type was as well.
This Adversary is truly an apex predator. On its Elite or Legendary Action, it can spend 5 Tenacity die to transform into its Shark form
gaining the following benefits;
Hoshigaki - +2 AC
- Cold Damage it deals also deals chakra damage equal to half the result, once per turn.
- Resistance to Bludgeoning, Piercing and Slashing damage.
This Adversaries blood truly does run like water. This Adversary can gain the benefits of being near a source of water, even if no water is
Hozuki around.
This Adversary is the most prolific of the Leaf with the Byakugan, gaining the following benefits;
- 500 Feet of Chakra Sight
- 360 degrees of vision, able to see things without turns around or averting its eyes.
Hyuga - Can see through up to 5 feet of material.
- Gains a 1d4 bonus to saving throws vs Genjutsu with the Visual Keyword.
- Can see a creatures nature release, if any.
- Your unarmed damage die is 2d6 and deals chakra damage.
This Adversary is always one with its pet. While this Adversary is within 15 feet of its pet, both it and its pet, gains +2 t o their AC's as they
Inuzuka protect each other.
This Adversary has the history of the Sand running through its blood. This adversary ignores difficult terrain as the result of the desert,
Jiton and when it would take damage from a weapon made of metal, it reduces the damage taken by 1d8.
This Adversary is battle hungry and has a lust for blood and combat. Each turn this creature makes a melee weapon attack, the y gain a +1
Kaguya bonus to damage up to a maximum of +5. This adversary loses this bonuses if they spend their Action casting a jutsu or anything that isn't
a melee weapon attack. Additionally, this adversary always has access to a bone Katana that deals 1d8+ Ability mod.
This Adversary has the unstoppable power of Fiction to Fact. By spending 1 tenacity die, this adversary can turn one jutsu it casts into a
Kurama Genjutsu changing its saving throw, if any, into a Wisdom save.
This Adversary can peer through the darkness with its Kurugan, granting it the following benefits;
- Bonus to AC equal to half its Wisdom Mod.
- Action: Select up to three hostile creatures granting them disadvantage on their next Strength, Dexterity or Constitution save, or reduce
Kuru their AC against allied creatures attacks by -2, until the beginning of your next turn.
- Bonus Action: Select one allied creature (Excluding yourself) granting them advantage on their next Strength, Dexterity or Constitution
save. Saving
- Reaction: This Adversary can dodge one attack or jutsu that would affect it. This can be done once per round. Throws
30
ADVERSARY C LAN PASSIVES (C ONT .)
This Adversary is one whom is an extreme of the natural world. Much like a beast, but so much more. This Adversary cannot be reasoned
with making it immune to non jutsu based Social effects or conditions. Additionally, this Adversary deals additional damage t o creatures
Monstrosity who would have harmed its allies by an amount equal to its level. Once it deals this damage, the bonus damage is no longer applied until
it sees the hostile creature harm its allies.
This Adversary is one whom is an abomination of nature and doesn't follow the normal rules set by nature. This Adversary is i mmune to
Mutant Acid, Necrotic and Fire Damage, but takes double damage from Healing based effect as the result of jutsu with the Medical Keyword. and
Lightning Damage.
This Adversary is known for its unbridled Speed. This Adversary cannot have its speed reduced by more than half as the result of jutsu
Namikaze based effects.
This Adversary is known for its Tactics. If this Adversary would target a hostile creature with a Nara clan Hijutsu and that target is under
Nara the effects of any Sensory or Physical condition, the target makes their saving throw with a 1d4 penalty or this adversary makes their
attack rolls with a 1d4 bonus.
Non-Clan This Adversary is one of versatility. This Adversary can select 2 additional Traits from any category it qualifies for.
This Adversary is one with the natural world. This Adversary is immune to Genjutsu, Poison, Jutsu with only the Water Release Keyword. It
Plant also has vulnerability to Fire Damage, Acid Damage and Necrotic Damage. When this creature would cast a jutsu with the Earth or Water
Release keyword, they do not require any components except chakra molding.
Ranton This Adversary can overcharge jutsu with the lightning release keyword by being near a sufficient source of water.
This Adversary has the Savage soul of a Dragon. This Adversary can spend its Elite or Legendary Action and 1 Tenacity die to enter its
Draconic Rage State if it would like to;
- Stage 1: Increase AC by +1, Unarmed Damage die by +1.
Ryu - Stage 2: Ryu Clan Jutsu increases damage die by the Draconic Rage Stage the user is benefitting from.
- Stage 3: Unarmed attacks gain Reach 2, Ryu Clan Hijutsu cannot be dispelled by jutsu of equal or lower rank than it.
- Stage 4: Increase AC by +1, Unarmed Damage die by +1.
- Stage 5: This Adversary cannot lose concentration of Ryu Clan Hijutsu.
Sage This Adversaries Jutsu are treated as Sage Beast Arts, and are therefore treated as S-Rank if a hostile creature would attempt to dispel or
Creature interrupt its casting.
This Adversary has a fragment of the Will of Fire. If this Adversary would see or hear the demise of its ally it Gains 1 Legendary Resistance.
Sarutobi This Adversary can gain no more than 2 Legendary Resistances in this way per combat.
This Adversary has a fragment of history running through its veins. This Adversary is immune to Charm and Fear based effects and cannot
Senju have its personality suppressed or temperament altered by hostile effects.
This Adversary carried scorching flames. Once per round if a hostile creature would clash with this Adversary, that hostile c reature suffers
Shakuton a 1d6 penalty to their check.
This Adversary is the apex of creativity. This Adversary can create 1 Paper based tool of a quality equal to its Rank at the beginning of each
Shikigami of its turns, Elite or Legendary actions;
D-Rank: Normal, C-Rank: Greater, B-Rank: Superior, A-Rank+: Supreme.
This Adversary has a rock-solid soul. This Adversaries Jutsu with the Earth Release keyword that summons constructs or grants
Shoton resistances, immunities or damage reduction, loses all Vulnerabilities they grant, if any.
This Adversary has the cunning of a Black widow. Range Bukijutsu this Adversary casts cannot be reacted to, once per round, i f the attack
Tsuchigumo is made greater than 120 feet away from its target.
This Adversary has the Sharingan, granting it the following benefits;
- 60 feet of Chakra Sight
Uchiha - Can Copy 1 Jutsu it can see cast, without the Hijutsu keyword by spending its Reaction, adding it to its Known list.
- Add 1d4 bonus to Saving throws made to resist Genjutsu.
- Genjutsu cast by this Adversary with only the Visual Keyword has its DC increased by +1.
This adversary cannot be killed by normal means. If their Hit Points are reduced to 0, they regain half of their maximum hit points at
Undead Initiative Count 0, of the following round. If this Adversary is under the effect of a Hostile jutsu with the Fuinjutsu k eyword when their hit
points are reduced to 0, they remain dead, unable to regain hit points by any mean.
This Adversary has resistance to Chakra damage and absorption. Additionally, Fuinjutsu this adversary casts has its range inc reased by 15
Uzumaki feet.
Yamanaka This Adversary is the ultimate Sensory Shinobi. Jutsu this Adversary Casts with the Sensory keyword cannot be dispelled.
Yoton This Adversary has the heart of a Volcano. Yoton Clan Hijutsu this Adversary casts increase its range by 10 feet.
Liquid you step on instantly freezes in a 5 by 5 square becoming difficult terrain for everyone who isn't a Yuki, until melte d back into
Yuki water. Additionally, when this adversary would inflict a 6th rank of chilled on a hostile creature, the cold energy explodes petrifying the
target until the end of their next turn.
You are the alpha and omega. The prime and premier. You can spend your reaction to negate any Ninjutsu, Genjutsu or Art cast that
Ōtsutsuki would interact with you, up to twice per round. When you do, you can recast the chosen jutsu or art as if you knew it using your ability Saving
score and treating your level as the class mod level needed for any calculations. Throws
31
ADVERSARY AFFILIATION TRAITS
L EAF S HINOBI AFFILIATION T RAITS
While engaged with a creature whom the Land of Fire or the Leaf village considers a hostile entity, you gain
Passionate Flame C-Rank
temporary chakra equal to two and a half times your level in a rush of passion to defeat your villages enemies.
If your chakra would fall to 0, you can still cast jutsu, activate traits and features. When you do, convert your
Never Ending Drive D-Rank
hit points into chakra, at a rate of 2 Hit points to 1 Chakra point.
While within 90 feet of an allied creature that you can see or hear, you gain a 2d4 bonus to resist jutsu and
effects that would cause you to betray them in any way. If you would fail a saving throw or ability check to
Burning Loyalty C-Rank
resist such an effect, you remake the save or ability check with a 2d4 bonus at the end of each of your turns,
while actively doing things to betray your allies.
Inspired by previous iconic leaf shinobi, you aspire to stand in their shadows. While in combat with a hostile
creature who is at least 1 level higher than this adversary, they gain a number of d4s of a special resource
Leaf Legacy B-Rank
called Legacy die equal to your level which resets per combat. These die can be spent to increase your attack
or damage rolls by the result.
While this adversary is in combat with an allied creature who is of a Rank or level lower that its own, this
The King A-Rank adversary gain a bonus to its attack, damage and Charisma based ability results equal to +2, in an attempt to
help protect and guide their weaker allies.
32
C LOUD S HINOBI A FFILIATION T RAITS
While engaged with a creature whom the land of Lightning or the Cloud Village considers a hostile entity, the
Thunderous Drive C-Rank
first attack you make after taking damage, on each of your turns, gains a +1 critical threat range bonus.
You and another allied creature who begins combat with the same hostile enemy, that shares this trait,
Shock and Awe A-Rank becomes a tag team duo. As a reaction, either holders of this trait can gain a movement and action at the end
of the others turn.
You and another allied creature who begins combat with the same hostile enemy, that shares this trait,
A, B, C's of Defeat A-Rank becomes a tag team duo. When one deals damage to a hostile creature, the other gains a bonus in damage
equal to the other's level, against the same creature.
You and another allied creature who begins combat with the same hostile enemy, that shares this trait,
Yo, Yo, Yo, My becomes a tag team duo. When one of this traits tag team duo's take damage, they can share in their allies
B-Rank
NINJA! misfortunes, reducing the damage they take by half, and taking the same amount of damage reduced. This
damage reduction can only happen once per turn.
You and another allied creature who begins combat with the same hostile enemy, that shares this trait,
becomes a tag team duo. As a full turn action, taken on each tag team duo's turn in the same round, both
Rappity, Rap, Tag
B-Rank simultaneously cast a Jutsu with the Combination Keyword at the beginning of the following round,
Team Attack
regardless of the initiative count. This jutsu's casting cannot be reacted to and deals bonus damage equal to
the casters combined level. (Recharge 5-6)
33
G RASS S HINOBI A FFILIATION T RAITS
While engaged with a creature whom the land of Weeds or the Grass Village considers a hostile entity, the
Poisonous Grass C-Rank
creatures whom you inflict with the envenomed condition, have its duration increased to 1 Day.
Hostile creatures cannot gain information about you. They cannot learn your Traits, resistances, hit point
totals, they cannot recognize jutsu that you would cast, and cannot tell how injured you are, if at all.
Unreadable C-Rank
Additionally, you are immune to effects that would cause you to expose anything your Country or village
considers a secret, you would sooner die than expose it.
Hostile creatures have disadvantage when attempting to see through your deceptions, resist your
Diplomatic diplomacies, or even find faults in your logic. When you would attempt to make a Charisma based check in an
D-Rank
Interference attempt to dissuade, convince or deceive a creature who is not from your country, gain a bonus to your
checks equal to your level.
Hostile creatures who would roll initiative and have a result that is lower than yours automatically reveal their
Knowledge is
C-Rank ability scores, in addition to their class and nature release to this adversary. If a creature doesn't have a
Power
nature release, then you instead learn what category of jutsu the creature knows more of.
Hostile creatures who would be considered criminals to the Land of Weeds or the Grass Village, begin combat
with a Blood Prison mark. Each time you deal damage to the hostile creature, they gain another mark, once
Blood Prison per turn. If a creature has 5 or more marks on them, the Blood Prison Seal appears. This seal is treated as if
A-Rank
Guard the hostile creature was the target of the Uzumaki Art: River Dam Seal, regardless of their current condition.
The DC to resist this casting is your Ninjutsu Save DC. Regardless of a pass or fail, a creature is cleansed of all
Blood Prison Marks.
34
W ATERFALL S HINOBI A FFILIATION T RAITS
While engaged in combat with a creature whom the Land of Hills or the Waterfall Village considers a hostile
Waterfall Elite C-Rank entity, you rise to the challenge. You fall under the effects of the Bless Jutsu cast at D-Rank, for the first 1d4
rounds of combat.
The Pride of the Waterfall Village fills your body. This pride infects those round it. All hostile creatures within
Prideful Gaze C-Rank 60 feet of you who would roll initiative, fall are under the effects of the Bane Jutsu cast at D-Rank. This effect
can be ended as bane normally could vis dispelling effects.
The Waterfall village enforces an idea of self-preservation second, village success first. When a hostile
creature would show itself to be a threat to the Land of Hills or the Waterfall Village, you begin to express a
Neglectful of Self B-Rank
neglectful form of fighting to bring down your enemy for the pride of your country, you gain the followings; -2
Penalty to AC and all saving throws, but gain a +5 Bonus to all ability checks and damage rolls.
You take a sip from a small vial of heroes water. This water magnifies its abilities to that of unprecedented
figures. It gains a +2 bonus to All ability scores for the next minute, but in exchange for this power, it
Heroes Thirst A-Rank
automatically, reduces its current and maximum hit points by an amount equal to 25% of its maximum hit
points. This hit point reduction ignores health gates if you are a Solo.
You take a large gulp from a moderate jug of heroes water. This water magnifies its abilities to that of
unprecedented figures. You gain a +4 bonus to All ability scores for the next minute, but in exchange for this
Hero Water S-Rank
power, you automatically, reduce your current and maximum hit points by an amount equal to 50% of your
maximum hit points. This hit point reduction ignores health gates if you are a Solo.
35
S NOW S HINOBI AFFILIATION T RAITS
While engaged in combat with a creature whom the land of Snow/Springs or the Snow village considers a
hostile entity, you release a surge of cold chakra. All hostile creatures who begin within 30 feet of you must
Snowy Spring B-Rank
succeed a Constitution saving throw vs. your Ninjutsu Save DC. On a failed save, the creature gains 1 rank of
Chilled for the next minute.
You have a Kunai Launcher that fires Kunai and Shuriken at lethal speeds. In place of one of this creatures
attacks, it can make a 'Kunai Barrage' attack, using your Taijutsu attack bonus, dealing a number of d6s equal
to half your level in piercing or slashing damage. Alternatively, you can set the weapon to burst fire as an
Snow Tech C-Rank
Action, releasing a cluster of weapons in a cone. All creatures in a 30-foot cone originating from you must
succeed a Dexterity saving throw vs. your Taijutsu Save DC, taking a number of d4s equal to half your level in
piercing or slashing damage or half as much on a successful save.
While within the land of Snow/Spring, at the beginning of each of this adversaries turns, roll 1d8. On a result of
Land of Spring C-Rank
5~8, this adversary automatically removes 1 rank of any condition, regardless of the jutsu rank that applied it.
You have a micro chakra engine attached to your person. This engine generates a powerful barrier protecting
you. This barrier has a number of hit points equal to [Level x 10]. It intercepts all damage this adversary would
take and is resistant to all Damage types, except psychic, and is immune to chakra damage. trait can be
Chakra Armor B-Rank
temporarily deactivated if this adversary is targeted by a special effect such as B-Rank Chakra dispel or
Uzumaki Break. You can change the effect or jutsu needed to one your party has such as a specific condition,
Action or damage type. This trait is deactivated until the end of this adversaries next turn.
Snow Release C-Rank This adversary can cast all Yuki clan Hijutsu, as if its cost was treated as 1 rank lower.
37
A KATSUKI S UBORDINATE AFFILIATION T RAITS
While engaged in combat with a creature whom the Akatsuki considers a hostile entity or target, this
Akatsuki Faithful C-Rank adversary Selects two ability scores. This adversary cannot make the chosen attack rolls, saving throws or
ability checks at disadvantage.
This adversary has learned from God and his Angel how to exert their will on their enemies. As an action, all
hostile creatures within 90 feet of this adversary must make a Strength saving throw vs Ninjutsu save DC. On a
Servant of God &
B-Rank failed save, affected creatures are thrown to the ground taking [Half Level]d10 bludgeoning damage and
His Angel
being prone. A creature prone in this way cannot stand or move, or make handseals. They can as an action
remake this saving throw to end this effect on them. This trait can be used twice per combat
This adversary has learned from The Puppet and the Artist how to create lasting beauty, or an instant Art. As
an action this adversary can select two creatures up to 60 feet away to infect. Select creatures must make a
Constitution saving throw vs Ninjutsu Save DC. On a failed save, the targets become physically controlled by
Servant of The this adversary, unable to act on its turn. It can still see and speak, but cannot take actions or react on its own.
Puppet and The B-Rank As a bonus action on this adversaries turn, they can command the controlled creature as if they were a puppet
Artist to make attacks, cast jutsu or interpose an attack for them, taking damage in their place. Alternatively, as an
action, the controlled creature can be primed to explode, suddenly exploding due to clusters of paper bombs,
taking [Level]d6 fire damage and all creatures within 10 feet of the creature must make a Dexterity saving
throw taking half damage on a success.
This adversary has learned to survive through death from the Undying. The first two times this creature would
Servant of the
A-Rank fall to 0 hit points, they raise from the dead with 25% of their maximum hit points, at the beginning of their
Undying
following turn.
This adversary has learned to betray, from the traitors. When this adversary would take a reaction, they also
Servant of the
A-Rank are able to choose to cast a jutsu with the casting time of a reaction that deals damage, in addition to
Traitors
whatever reaction they originally took.
38
S TAR S HINOBI A FFILIATION T RAITS
While engaged in combat with a creature whom the Land of Bears or the Star Village considers a hostile entity,
this adversaries chakra is replaced with a secondary Pool of chakra Equal to [Level * 10], called Star Chakra.
Rising Star B-Rank Star Chakra can be used to cast Jutsu of any type, and cannot be absorbed or Damaged/reduced by hostile
effects. Jutsu cast with Star Chakra cannot be dispelled by hostile effects of a Rank equal to or less than the
jutsu Cast.
As a Bonus action, this Adversary can manifest a plume of chakra, attached to its back, that take the shape of
feathers, similar to a peacocks. This creature has 5 Feathers upon activation. This plume of chakra lasts until
the end of combat or until all 5 feathers have been spent. As a bonus action when this adversary would cast a
Chakra Feathers B-Rank
jutsu they can spend a feather to increase the damage die by 1 step, or increase its initial save DC by +2.
Alternatively, as an Action they can spend 2 Feathers to strike at a creature like large blades. Make a Ranged
Ninjutsu or Genjutsu attack, dealing [Prof]d10 force damage on a hit.
The first time this creature would fall to 0 Hit points, they reactively draw the symbol of the Star village on the
ground. Their body dies, but their spirit solidifies onto the material plane. This spirit using all of their same
statistics of their living body, but cannot be harmed by any damage type except Chakra, Force or Psychic.
Stars After Death S-Rank
Their Spirit has a number of hit points equal to half of maximum and unlimited Chakra. Regardless of its
remaining or current hit points, it dies and passes on to the other world after a number of rounds equal to
[Charisma modifier + 1d4].
As an action, this adversary can attempt to absorb the chakra of a hostile creature. Make a ranged Ninjutsu or
Star Predation C-Rank Genjutsu attack against a creature up to 90 feet away. On a hit, deal [Level]d6 chakra damage, and regain a
number of chakra points equal to the damage dealt. This can be done twice per combat.
This adversary has fused itself with the Star Meteorite. They manifest a powerful Chakra Beast under their
control that acts as a bonus action on its turns. This beast has the same statistics as Earth Release: Stone
Radiating Star B-Rank Dragon, but is resistant to all damage except Chakra, Force or Psychic, and has a bonus to AC equal to Half
this adversaries Prof. Additionally, any Recharge abilities the beast may have can be instantly recharged if this
creature would spend 30 Chakra to do so.
39
K EY S HINOBI AFFILIATION T RAITS
This adversary has a +[Half Level] bonus to Insight, Investigation, Persuasion, Perception and Deception when
Key to Espionage C-Rank gathering information on a creature, location or organization whom the Land of Keys or Jomae Village
considers a hostile entity or target.
If this adversary would make an Intelligence, Wisdom or Charisma saving throw against a hostile effect or
Mental Gymnastics B-Rank jutsu, once per encounter they can choose to instead succeed, becoming immune to the hostile effect or jutsu
for the next hour.
If a hostile creatures passive perception is less than this adversaries passive Stealth or Deception, then so long
Never saw me
B-Rank as this adversary has cover, they can never be perceived except by True sight, by such a creature, even if said
coming
creatures allies are aware of this creature.
If this hostile creature gains covers of any type that breaks line of sight and remains in cover for at least 1
Never saw me
B-Rank round, at the beginning of their next turn, if they choose, they can immediately escape combat, seemingly
leave
vanishing from that location and appearing up to 1 mile away.
So long as this adversary can see, they can replace the need for handsigns with blinking. Additionally, as an
action, by looking at a creature, they can read their minds, knowing any form of information they can find in a
user’s minds. Additionally, they can choose to purposely erase or rewrite their own memory at will using this
trait as an action. Alternatively, they can attempt to do the same to a creature they can see and touch. While
Eye Mind Reading A-Rank
maintaining contact with a creature, the affected creature must make an Intelligence saving throw vs Ninjutsu
or Genjutsu save DC. On a failed save, this adversary can select one memory, event, jutsu, feature or trait, and
seal it away from the affected creature preventing them from remembering how to use it, until said creature
spends at least 1 week of DT recuperating from this trait.
40
ADVERSARY G ENERAL T RAITS
When an allied creature falls to 0 hit points or dies, as a reaction, you can dash away from combat, with a +30ft movement
Abandon a Friend D-Rank
speed for this reaction only.
Above All C-Rank Gain a Flying speed equal to walking speed. Always hover 5 feet off the ground.
When you take damage of any type, after the damage is calculated and applied, you gain resistance to that damage type until
Adapting Defenses B-Rank
the end of its next turn.
Select one damage type. Increase damage done with the chosen damage type by +1 damage die and gain resistance to the
Adept Elementalist C-Rank
chosen damage type.
Adept Sensory A-Rank If a creature has Chakra and is within 10 miles of you, you can sense them and know their general location.
Shinobi
You can adhere to anything you touch. As an action you can choose to automatically grapple any object or creature within
Adhesive D-Rank
your unarmed attack range. Creatures grappled in this way, make their contested checks to escape at disadvantage.
Advanced Study C-Rank You know jutsu up to 1 rank higher than your current limitations.
Aggressive C-Rank When an allied creature is adjacent to a hostile creature you are adjacent to, gain a 1d4 bonus to damage rolls.
Select one between Dexterity or Intelligence. The chosen ability score gains a bonus 1d4 to its saving throws and ability
Agile Wits B-Rank
checks.
Alarm B-Rank When you would you take damage, all other adversaries of the within 100ft are aware of your pain.
You can move through a space as narrow as 1 inch wide without squeezing. Additionally, when you would attempt to escape
Amorphous C-Rank
the restrained or grappled conditions, you makes your check or save at advantage.
Aura: Damaging B-Rank Creatures that begin their turns within 10 feet of you take damage equal to your level.
Aura: Destabilized All hostile creatures within 10 feet, who is attempting to cast a Jutsu of C-Rank or lower, must make an ability check using
B-Rank
Chakra Field their casting modifier vs DC (8+Your level). On a failure, the jutsu fails to cast. Their chakra is still spent.
All hostile creatures within 10 feet must make a Wisdom saving throw vs your highest saving throw. On a failed save, they gain
Aura: Frightening B-Rank 1 Rank of Fear while inside this aura, or for one minute. A feared creature remakes this saving throw at the end of each of t heir
Aura turns.
Backstab B-Rank If you have advantage on your attack, add your level in extra damage to the triggering attack.
At the start of your turns, deal your level in piercing, bludgeoning or Slashing damage to any creature that you are currentl y
Barbed Hide B-Rank
grappling.
Believe it! D-Rank Once per encounter, gain advantage on all attack rolls, ability checks, or saving throws until the end of your next turn.
This adversary has been given the power of another, Stronger, adversary who is Iconic, Elite or Solo. Gain one trait, that
Bestowed Strength B-Rank
adversary has, regardless of what it is.
Blood Frenzy C-Rank +1d4 to melee attack rolls against any creature that has 50% or less hit points.
When a hostile creature scores a critical hit against this adversary, this adversary can immediately make a weapon attack
Bloodthirsty C-Rank
against the triggering creature. On a hit, it automatically score a critical hit against the triggering creature.
Brutal Brawler B-Rank All Melee weapon attacks gain +1 bonus damage die.
Can't hold me down C-Rank Advantage on ability checks and saving throws made to end the Restrained, Grappled or Prone conditions.
Chakra Efficiency A-Rank Jutsu cost is reduced to the previous Ranks Cost. (S-Rank: 20, A-Rank: 14, B-Rank: 9, C-Rank: 5, D-Rank: 2)
Chakra Weapons B-Rank Your weapons are counted as Chakra enhanced and they gain a bonus to hit and damage equal to 1/6th of your level.
If you moved more than half your maximum movement in a straight line towards your target, make your melee attack roll
Charger C-Rank
with advantage. On a hit, you knock your target prone in addition to any other effect.
Clone Adept C-Rank Clones summoned gain access to all General Traits you have.
When an allied creature would take damage while within 20 feet of a clone, as a reaction, swap places with the original targe t
Clone Defense C-Rank
and the clone.
Clone Expert B-Rank Clones summoned gain access to all Clan traits you have.
Clone master A-Rank Clones summoned gain access to all Role traits you have.
Twice per combat, when you would deal damage with a jutsu with the medical keyword, you can choose to deal maximum
Combat Medic B-Rank
damage.
Combat Seal When a hostile creature makes a saving throw vs a Jutsu you cast, if they fail the check and the difference between their roll
B-Rank
Weaving and your Save DC is 10 or greater, add level to damage.
Each time a creature touches or deals damage as the result of a melee attack to you, it takes 2d6 Acid damage. Additionally,
Corrosive Body C-Rank any weapon used to strike you suffers a permanent and cumulative −1 penalty to damage rolls. The weapon is destroyed if
the penalty ever reaches −5. Casting Mending would remove all penalty stacks.
Critical Fury B-Rank All attacks made by you have a +1 bonus to its critical threat range.
As an action, activate the eight inner gates (1). Gain a +2 bonus points to Strength, Dexterity and Constitution. (This can be
Eight Inner Gates (1) B-Rank ended as a bonus action on the users turn or when it falls unconscious.)
Elemental Select two damage types. Gain Resistance to the select damage types. Select one damage type. Gain vulnerability to the
C-Rank
Protection chosen damage type.
Enhanced Nature C-Rank Pick 1 nature release. Increase the damage die of the chosen nature release by 1/6th of your level.
Release
When you would be reduced to 0 hit points outside of your lair, you instead escape and flee to your lair. You remain there,
Escape B-Rank
paralyzed and resting, until you recover at least 50% of your hit points.
Evasive C-Rank When subjected to a Dexterity Saving throw. If you would pass, you instead take no damage and suffer no effects.
Select one elemental damage type. Increase damage done with the chosen damage type by +2 damage die and gain
Expert Elementalist B-Rank
immunity to the chosen damage type. You gain vulnerability to the nature releases superior element.
Expert Seal Weaver B-Rank Twice per combat, you can cast one Ninjutsu or Genjutsu with a casting time of 1 Action, as a bonus action.
Expert Sensory S-Rank If a creature has Chakra and is within 100 miles of you, you can sense them and know their general location.
Shinobi
False Appearance C-Rank Bonus + 5 to Deception, Performance and Persuasion. (Automatically Added)
You can fly your speed. While flying, you must move your entire movement speed or land—unless you can also hover.
Flight C-Rank
Launching into flight provokes opportunity attacks, even if you Disengage.
Force of Will B-Rank When subjected to a Wisdom saving throw. If you would pass, you instead take no damage and suffer no effects
Fortuitous B-Rank When subjected to a Constitution saving throw. If you would pass, you instead take no damage and suffer no effects
Great Weapon While wielding a weapon with two hands, this Adversary can choose to take a -5 penalty to its attack roll, gaining a +10 bonus
C-Rank
Master to damage rolls, once per turn.
When you hit a creature with a melee or ranged weapon attack, you may spend your bonus action to disarm them
Grimy C-Rank
immediately taking their weapon away from them, if they had one equipped, or if they have on visible on their person.
When you make a ranged attack while hidden, you don't reveal yourself and can remain in hiding so long as you do not move
Guerilla C-Rank
more than half your full movement and remain obscured in some way.
Healer B-Rank When you would heal a creature, you double the die used to restore hit points.
Savin
Thro
42
ADVERSARY G ENERAL T RAITS (PG . 3)
Heavy Weapon While wielding a weapon with the heavy weapon property, add 2d4 to all damage rolls made with the weapon. (Already
C-Rank
Expert Added)
When initiative it rolled, mark 1 hostile creature. A creature marked in this way, remains marked for the duration of this
encounter or until killed. An unconscious creature loses any marks. Only one creature can be marked at a time. While a
Honorable D-Rank
creature is marked, add 1d4 to attack and damage rolls against the marked creature and suffer a 1d6 penalty to attack and
damage rolls against creatures who are not marked.
You cannot be killed unless you are reduced to 0 hit points by a specific damage type, or type of attack. Any other form of
Immortal A-Rank
attack or damage will reduce you to 1 hit point instead.
Immutable Form A-Rank You are immune to any Jutsu or effect that would alter your form.
Improved Critical D-Rank Critical hits increase their damage die by a 1/6th of your level.
As a bonus action, you can become incorporeal. While incorporeal you can pass through any solid non-chakra-based matter
Incorporeal S-Rank and cannot be harmed by Ninjutsu, Taijutsu or Bukijutsu. This includes Class mod Arts that would require physical interaction
by any means. A creature can only remain incorporeal until the beginning of their next turn.
You are immune to any effects that would alter your mind or will. This includes Charmed and Fear. You cannot be mind
Indomitable B-Rank
controlled or be influenced by external forces.
Inscrutable D-Rank You are immune to any effect that would sense your emotions, read your thoughts or sense your intentions.
As an action you can command your allies in initiative bolstering their resolve. All allies gain your level + your proficienc y
Inspiring Leader D-Rank
bonus temporary hit points for the next minute. Recharge (5-6)
You cannot be seen by normal means. You can only be seen or sensed as a result of a Sensory Jutsu or special sight such as
Invisible A-Rank Chakra sight or True Sight. A creature who would attempt to cast Uzumaki Break or Dispel Chakra against you temporarily
disables this trait for 1d4 turns
Iron Fist D-Rank The first taijutsu or unarmed attack you make each turn adds +1d4 to the attack and damage rolls
Iron Mind B-Rank Advantage on Intelligence Saving throws and ability checks.
Kage Support D-Rank Help Action can target up to 2 allied creatures, up to 30 feet away.
Ranged weapon attacks gain a +1 bonus to damage die, and increase damage dealt with ranged taijutsu attack using that
Lethal Hunter C-Rank
weapon by 1 die.
Life Eater S-Rank When you deal damage that reduces a creature to 0 hit points, that creature cannot be revived by any means.
Light Weapon Expert D-Rank While wielding a weapon with the light weapon property, make 1 additional attack.
As a bonus action select one creature within 60 feet, forcing them to make a Wisdom save vs your highest save DC. On a
Lion Fist D-Rank failure, they gain one rank of the fear condition for the next minute against you. A feared creature can spend its action to
remake the save in an attempt to remove all ranks of fear it currently has as a result of this trait.
Select one Hidden Village or Country. You gain a bonus to attack and damage against creatures from that village or country
Long Lasting Grudge D-Rank equal to 1/6th your level.
Martial Advantage D-Rank Once per turn deal extra damage equal to half your level when you hit a target creature, while within 5ft of allied creatures .
Medic Adept C-Rank You cannot lose concentration on a Jutsu with the medical keyword as a result of damage.
Twice per combat, as an action you can automatically end any condition affecting an allied creature. Additionally, Jutsu with
Medic Expert B-Rank
the medical Keyword that restores hit points, cannot be reacted to.
Medic Master A-Rank Twice per combat, as an action, all allied creatures within 30 feet of you regain 50 hit points.
Mist Sight C-Rank You can see in any form of mist, smoke, haze or obscuring gases, even if made as a result of a jutsu.
Parry D-Rank As a reaction, gain +3 AC against all melee attacks that you can see until the beginning of your next turn.
Poisoner A-Rank Poison Damage you deal, deals an additional damage equal to your level, once per turn.
Select 2 Damage types. Ignore resistance and immunity with the chosen damage types and gain a +2 bonus to critical threat
Power of Age A-Rank range with the chosen damage types. Select 3 damage types, gain vulnerability to the chosen damage type. This vulnerability
cannot be removed or counteracted.
Select 1 Ability score. Automatically pass all saves with the chosen ability score. Select 2 Ability scores. Automatically fa il all
Power of Ignorance A-Rank
saves with the chosen ability score. This vulnerability cannot be removed or counteracted.
Select 2 conditions. Gain Immunity to the chosen conditions. Select 3 conditions. Gain vulnerability to the chosen conditions.
Power of Pride A-Rank
This vulnerability cannot be removed or counteracted.
Select 1 Ability score. Automatically pass all saves with the chosen ability score. Select 2 Ability scores. Automatically fa il all
Power of Ignorance A-Rank
saves with the chosen ability score. This vulnerability cannot be removed or counteracted.
Select 2 conditions. Gain Immunity to the chosen conditions. Select 3 conditions. Gain vulnerability to the chosen conditions.
Power of Pride A-Rank
This vulnerability cannot be removed or counteracted.
While Bloodied (50% HP), roll 1d10 at the beginning of each of your turns. On a roll of 7~10, regain 1/5th your level d12 hit Sav
Power of Youth B-Rank
points and chakra. Thr
43
ADVERSARY G ENERAL T RAITS (PG . 4)
Powerful C-Rank Select one Damage type. Ignore resistance for the chosen damage type.
Penetration
Protect the Young C-Rank While standing next to a younger or lower classed/ranked ally, can spend a reaction to redirect the attack to yourself.
Ranged Weapon While wielding a Ranged Weapon or a weapon with the thrown property, you can make +1 additional attack with the attack
C-Rank
Expert action. (Already Added)
When you are within 5ft of another creature, if you are the target of a melee attack, you can spend a reaction. When you do,
Redirect C-Rank make Dexterity saving throw vs the targets attack Save DC. (If unarmed or weapon, vs Taijutsu save DC.). On a success, you
redirect the attack to another creature within 5 feet of you, regardless if ally or hostile.
You regain 1/10th of your maximum hit points at the start of each of your turns. This regeneration stops for 1 turn if you ar e
Regeneration C-Rank
hit by a specific damage type (Select one) or you are reduced to 0 hit points.
Siege Master C-Rank Deal quadruple damage to objects, structures and constructs.
When your hit points fall to 0, you detonate due to a dead man switch. All creatures within 20 feet of you must make a
Self-Destruct D-Rank
Dexterity saving throw vs Highest Save DC. Taking your level d4 fire damage or half as much on a success.
Sensory Shinobi B-Rank If a creature has Chakra and is within 1 mile of you, you can sense them and know their general location.
When a hostile creature would attempt to cast a ninjutsu or genjutsu with or without handsigns while within 15 feet, as a
reaction, move up to 15 feet to engage with the creature, then make a single melee weapon attack. On a hit, the target must
Shinobi Slayer C-Rank
make a Constitution saving throw against your Taijutsu Save DC. On a failed save, they lose the attempted jutsu, while still
spending the chakra.
Silent Fist C-Rank Attacks of opportunity you make are at advantage. Creatures cannot react to your first unarmed attack each turn.
When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit
A-Rank
Split points, and acts independently.
Stolen Kekkei B-Rank You can select up to 2 additional clan traits from any clan you choose.
Genkai
Strength of Will C-Rank Advantage on Wisdom Saving throws and ability checks.
Strong Arm B-Rank Advantage on Strength Saving throws and ability checks.
Synchronized Hive C-Rank For each allied creature within initiative that shares this trait you gain a +2 to Perception.
mind
Teamwork C-Rank You have advantage on attack rolls when the target is within 5ft of you and an unrestrained ally
Terrain Advantage D-Rank Immunity to difficult terrain. Gain a +10 bonus to speed while in an area of difficult terrain.
Thermal Vision D-Rank This adversary is always under the effect of Heated Sight jutsu, as it uses thermal vision to account for hunting prey.
Uncanny Senses D-Rank Immune to the Surprised Condition. +5 Bonus to Perception (Automatically Added)
If damage reduces you to 0 hit points, make a Constitution saving throw with a DC equal damage taken. On a success, you
Undying Fortitude C-Rank
drop to 1 hit point instead.
Unlimited Potential B-Rank When you Clash with a creature, you roll at advantage and the opposing creature makes their check at disadvantage.
While wielding a weapon with the versatile weapon property, you gain a +1 bonus to attack and damage rolls with the
Versatile Weapon
D-Rank weapon. Additionally, if you make more than one weapon attack with the versatile weapon in the same action and hit with
Expert
both attacks against the same creature, the target of the attacks gains 1 stack of bleeding.
Sav
Zenith B-Rank All of your Jutsu are automatically upcasted by 1 Rank Thro
44
45
THE ART & SCIENCE OF BALANCE
ADVERSARY DESIGN NARRATIVE OVER NUMBERS
When designing Named Adversaries, that is to say,
Hello all, as many of you know, my name is King or
Adversaries who have shown up in the Naruto Series, even if
Kingsare4ever. This PDF will act as a living document for me
only once. I try to design them to be as close to their actual
to express how I feel enemies within the Naruto 5e System
representation and intended threat vs how they stack up
should be designed for your average player. But in order for
compared to a Sage of Six paths Naruto juiced with all the
me to do that, I need to set a few ground rules first for my
tailed beasts and Sage mode.
design intent and thought process.
I have had multiple discussions with individuals who while
46
THE FIVE GREAT SHINOBI NATIONS
CHAPTER 1: THE LAND
OF FIRE
LAND OF FIRE: RANK RATIO’S
The land of fire is sadly known for having a very high
Genin population, followed by a moderately sized
This following chapter will segment all Adversaries that Chunin population and exceedingly rare Jonin
would most likely hail from the Land of Fire and Konoha Population. While numbers are never published in order
proper. to maintain secrecy it is fairly common within the Land
of fire that the Ranks have a very disproportionate
LAND OF FIRE: THEMES distribution of shinobi.
The Land of Fire as a country is one where its Shinobi are This is primarily due to the extreme standards Konoha
mostly known for their Youth and tenacity. The Land of has for Shinobi of such a Rank. It is known for its
Fire consistently has shown to have the youngest 100:10:1 ratio. For every 100 Genin, there are 10 Chunin.
Shinobi in the series, with their most seasoned Jonin And for every 10 Chunin, there is usually only 1 Jonin.
being in their Early twenties. While this ratio sounds reasonable, it becomes less so
These shinobi are more commonly associate with the when taken into account, across the entirety of the Land
Fire Release and Earth Release Keywords primarily. This of fire, there are roughly 12,000 shinobi at any given
does not mean that Shinobi from this land cannot time, meaning that within the ranks of 12,000 shinobi,
master different nature releases, just that this is the roughly only 120 of them are Jonin level.
common trend with a vast majority of such shinobi. This sets an extremely high bar for a Jonin to cross in
order to be considered someone of worth within the
LAND OF FIRE: CORE CONCEPTS Land of Fire’s Shinobi ranks.
47
ABURAME CLAN D EFENSIVELY
Shibi is an adversary who will and can potentially annoy
SHIBI ABURAME a hostile faction of enemies. Not due to his rock-solid
defenses, but purely due to him acting in ways to strictly
The head of the Aburame Clan, and a Jonin of the Hidden Leaf
avoid direct conflict until he is ready. If forced to engage
Village. Shibi is just as stoic and silent as (if not even more so
in any form of direct conflict, Shibi will choose to instead
than) his son. He is described as a "self-possessed figure,
create distance using Insect Sphere, Insect Jar Technique &
and the pride of Aburame". Like his son, he is cautious by
Parasitic Insect Cloud in an attempt to keep enemies at
nature and also believes in never underestimating an
bay. If these attempts or actions do not work, he will
opponent, no matter how small or weak they may appear.
instead resort to using higher ranked Secret Aburame
USING SHIBI ABURAME AS AN ADVERSARY Clan Jutsu such as Insect Wall2. (2 Freeform Jutsu)
Shibi is not a direct combatant, often preferring to fight
around the strengths of an enemy until he is able to
completely overwhelm them with his Aburame Clan
techniques.
O FFENSIVELY
Shibi is a character who would choose to delay hostile actions
until he is able to get a solid feel for his opponents combat
capabilities, instead choosing to spend his turns making
Ninshou, Illusions & Martial Arts checks to get a solid
understanding on what his opponents are capable of. Once he
has a solid grasp of this information, he will then
strategically abuse the gaps in their defenses with and
onslaught of Saving throws specifically tailored to target
their weakest saving throw between Strength, Dexterity or
Constitution.
Insect Force (Unique). Creatures making saving throws vs Hijutsu Shibi casts
cannot gain a bonus to their roll as a result of jutsu.
B-Rank, Elite, Controller, Shinobi, Aburame, Prof + 6
Forceful Insects. Once per turn, when Shibi would inflict a condition, the target
Level: 11 (50 XP), Tenacity Die: 5
also gains 1 rank of concussed.
Armor Class 19 (Medium Armor), DR: 6
Hit Points 174 (11d8 HD) Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
Chakra Points 251 (11d10 CD) D-Ranks (Cost 5): Insect Sphere, Parasitic Destruction, Insect Substitution1.
Speed 30 ft, Initiative +8 C-Ranks (Cost 9): Insect Clone, Insect Jamming, Insect Jar Technique
B-Ranks (Cost 14): Insect Amp, Parasitic Insect Cloud, Insect Wall2, Nondetection
STR DEX CON INT WIS CHA A-Ranks (Cost 20): Insect Wave3
12 (+1) 17 (+3) 17 (+3) 19 (+4) 17 (+3) 13 (+1)
Saving Throws Str +2, Dex +4, Con +10, Int +11, Wis +10, Cha +2 Multiattack. Shibi can make 2 melee attacks with their Insect Swarm.
Skills Animal Handling +9, Deception +7, Chakra Control +9, Nature +10, Insect Swarm. Ranged Ninjutsu Attack: +10 to hit, reach 60 ft., one target. Hit:
Ninshou +10, Perception + 14, Stealth +9 6d4 + 4 Poison Damage.
Damage Resistances Poison, Necrotic Insect Surge. By spending 5 Tenacity die, Shibi releases a cloud of Insects
Senses Tremorsense 30 ft., passive Perception 24 filling a 30-foot radius, centering on him. All creatures of his choice within the
cube must make a Constitution saving throw Vs his Ninjutsu Save DC. On a
Insectoid Control. When a creature fails a saving throw vs a Jutsu Shibi casts failed save, they lose the ability to cast jutsu with their Actions or Bonus
that requires concentration, reduce their AC by the rank of the jutsu cast for Actions until the end of Shibi’s next turn.
the duration. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4)
Beetles. When Shibi casts a Ninjutsu, he gains 11 Temporary hit points,
once per turn. Shibi takes one Elite Action at the end of another creatures turn, once each
Expert Seal Weaver. Twice per combat, cast a Jutsu with a casting time of 1 round to do one of the following or can spend his Elite Action to gain an
action, as a bonus action. additional reaction. He regains spent Elite Actions at the beginning of each of
his turns.
Uncanny Senses. Immunity to the Surprised Condition. +5 Bonus to
Perception (Already Added) Attack. Shibi makes two attacks with his Insect Swarm, or Casts a Jutsu of C-
Rank or lower.
Move. Shibi gains +15 speed and can move. He can choose to forgo the bonus
Aburame Elite. Whenever Shibi deals damage with a Hijutsu he casts, he to speed, to throw a Smoke Bomb and make a Stealth check while moving.
regains chakra equal to half the result.
48
SHINO ABURAME (KID) D EFENSIVELY
Shino is a shinobi of Konohagakure's Aburame clan. Quiet, Shino is an adversary who will not hesitate to back off
and at times off-putting to some. Shino is just as stoic and and retreat if things get out of hand. He will attempt to
silent as his father, Shibi. Shino is a tactical fighter, someone cast Insect Jar Technique to create distance for himself
who never backs down from a challenge and has always and his allies.
shown restraint when needed to ensure that he never goes
too far. A kind hearted kid, Shino always wanted to see his
allies thrive and succeed and was always willing to help
whenever or wherever he could.
O FFENSIVELY
Shino is a character who has shown time and time again that
looks are deceiving. He is an intelligent fighter, even more so
than others may think. Shino will begin most fights by
attempting to use his Plant a Beetle (Unique) action, when
initiative is rolled. This will grant him a minor bonus to
attacking the select creature and improving his chances at
securing a victory against them. He would primarily choose
to cast Parasitic Destruction in place of making any melee or
ranged weapon attacks while also absorbing the targets
chakra.
Venomous Insects. Once per casting, when Shino casts a Jutsu that would deal
damage, he inflicts 1 rank of envenomed on all affected creatures.
Shino takes one Elite Action at the end of another creatures turn, once each
Potent Insects. Twice per combat, maximize the damage of one jutsu Shino round to do one of the following or can spend his Elite Action to gain an
casts. additional reaction. He regains spent Elite Actions at the beginning of each of
Teamwork. Shino’s allies gain advantage on attack rolls against a target that his turns.
is under the effect of a Jutsu he is concentrating on. Attack. Shino makes one attacks with his Insect Swarm, or Casts a Jutsu of
D-Rank or lower.
Aburame Elite. Whenever Shino deals damage with a Hijutsu he casts, he regains Move. Shino can move his full movement.
chakra equal to half the result.
Unbound Shinobi. Effects that would prevent Shino from molding chakra, end at
the end of each of his turns.
49
SHINO ABURAME (SHIPPUDEN) D EFENSIVELY
Shino is a shinobi of Konohagakure's Aburame clan. Quiet, Shino is an adversary who will not hesitate to back off
and at times off-putting to some. Shino is just as stoic and and retreat if things get out of hand. He will attempt to
silent as his father, Shibi. Shino is a tactical fighter, someone cast Stinking Cloud or even Insect Jar Technique to
who never backs down from a challenge and has always create distance for himself and his allies. Although this
shown restraint when needed to ensure that he never goes is unlikely, if Shino is ever pushed into a corner he will
too far. A silent and calculating individual, Shino after unleash his own secret Weapon, the Insect Tornado4
countless battles has proven that he is fairly powerful and in
some respects have even surpassed his own father, Shibi.
O FFENSIVELY
Shino is a character who has shown time and time again that
looks are deceiving. He is an intelligent fighter, even more so
than others may think. Shino will begin most fights by
attempting to use his Beetle Nest (Unique) action, when
initiative is rolled. This will grant him a minor bonus to
attacking all select creatures and improving his chances at
securing a victory against them. Shino’s skills have grown
considerably since he was a child, now he is able to
strategically strike at his opponents from multiple angles
using Insect clones that then use their own Aburame Clan
jutsu to overwhelm their single target.
50
TORUNE ABURAME D EFENSIVELY
Shino is a shinobi from Konohagakure's Aburame clan, as Torune is the walking embodiment of “A good defense,
well as a high-ranking member of the disbanded Anbu is a great offense.” He exerts extreme pressure due to his
faction Root. Torune lacked a personality due to the grueling immunity to his own poisons and acids and other
training regimen Danzō had them undergo at a young age. attacks. He is primarily a hyper aggressive combatant
As such, he acted merely as a tool that carries out Danzō's
orders. The only discernible trait that he and the other
members had shown was fierce loyalty towards Danzō and
some degree of level-headedness. Despite his dutiful
nature, Torune still cared very much for others. While
ironically finding it hard to get close to people due to his
venomous insects, he believed strongly in reaching out to
others, being truly grateful to have made friends with Fū.
O FFENSIVELY
Torune is an extremely lethal character, capable of felling
foes one who are consider to be extremely powerful. Being a
Root member Torune is not interested in a prolong combat,
instead opting to end the fight as soon as possible by
inflicting as many ranks of Envenomed as possible through
a combination of strikes with his Envenomed Tanto or
through his extremely lethal Aburame Clan Jutsu.
51
ABURAME GENIN
SCALING ENEMY
While this enemy is representative of a low ranked
shinobi, their individual skill ranges between levels 1-6.
The below Adversary block details a base level 1 Aburame
Genin.
52
ABURAME CHUNIN
SCALING ENEMY
While this enemy is representative of a skilled Aburame
capable of passing the chunin exam, their individual skill
ranges between levels 6-10. The below Adversary block
details a base level 6 Chunin.
Art Credit: Aura: Destabilization. All hostile creatures within 20ft of the
[https://www.pinterest.com/pin/393431717459670543/] Chunin Aburame have disadvantage on all saving throw and
ability checks.
Chakra Consumption (Unique). When the Aburame Chunin
would deal damage with a Hijutsu, it steals chakra equal to
half of the damage dealt.
Kikaichu Swarm (Level 10). Aburame jutsu the Aburame
Chunin casts leaves behind a trail of insects. Creatures
affected by their jutsu, cannot gain the benefits of stealth or
cover against them for 1 minute.
53
ABURAME JONIN
SCALING ENEMY
While this enemy is representative of a highly skilled
Aburame capable of the most difficult missions or even
leading a team of 3 Genin, their individual skill ranges
between levels 10-13. The below Adversary block details
a base level 10 Aburame Jonin.
Artist Credit:
[https://www.pinterest.com/pin/395331673548748191/]
Aburame Elite. Whenever this Jonin deals damage with a Hijutsu they casts,
B-Rank, Elite, Controller, Shinobi, Aburame, Prof +6
they regains chakra equal to half the result.
Level: 10 (50 XP), Tenacity Die: 5
Aburame Expert. Creatures cannot gain jutsu based bonuses to their saving
Armor Class 20 (Medium Armor +1), DR: 6 throws vs jutsu this Jonin casts, if that bonus requires or allows them to roll
Hit Points 160 additional dice, that isn’t a d20. (Ex. Bless)
Chakra Points 230
Speed 30 ft., 30ft fly, Initiative +8
Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Human Cocoon, Insect Sphere, Parasitic Destruction, Spindle
11 (+0) 17 (+3) 17 (+3) 19 (+4) 16 (+3) 14 (+2) Formation, Insect Armor7, Poison Stinger, Honey Bee Technique
C-Ranks (Cost 9): Insect Jar Technique, Insect Jamming
Saving Throws Str+4, Dex +7, Con +10, Int +11, Wis +10, Cha +6
B-Ranks (Cost 14): Insect Amp, Parasitic Insect Cloud, Curse of the Prey,
Skills Animal Handling +14, Chakra Control +9, Deception +8, Nature +10,
Ninshou +10, Perception +9, Stealth +9 A-Ranks (Cost 20, 13th level): Parasitic Giant Insect
Damage Resistances Poison
Condition Immunity Poisoned
Senses passive perception 19 Multiattack. The Jonin can make 2 attacks with their insect swarm or
Insect Swarm. Ranged Ninjutsu Attack: +9 to hit, reach 60 ft., one target. Hit:
Aura: Parasitic Disruption. When a hostile creature within 30 feet of this (Xd4 + 4) Poison Damage. (X = adversary prof bonus)
Jonin would cast a jutsu that requires Chakra Molding (CM), they must Aburame Lockdown. By spending 5 Tenacity die and an Action, this Jonin can
make a DC 20 constitution saving throw. On a failed save, their jutsu’s force all hostile creatures within 30 feet of it, to make a Constitution saving
casting Fails, and their chakra is spent. This trait can be deactivated if this throw vs a DC 19. On a failed save, they cannot cast Jutsu as an Action or
Jonin is targeted by an effect that can dispel or interrupt Ninjutsu of B - Bonus Action, until the end of their next turn. Once this Action is used, the
Rank or Higher. This aura, if dispelled is dispelled until the end of this Jonin must spend 5 Tenacity die to recharge it.
adversaries next turn.
Stance Break. As a reaction, the Aburame Jonin can initiate a clash with a
creatures jutsu, by casting a jutsu it knows with a cast time of 1 action. Jonin takes one Elite Action at the end of another creatures turn, once each
Additionally, the triggering creature rolls at disadvantage. round to do one of the following or can spend his Elite Action to gain an
Beetles. When this Jonin casts an Aburame Clan Hijutsu, they gain a number additional reaction. They regains spent Elite Actions at the beginning of each of
of Temporary hit points equal to their Level, once per casting. his turns.
Above All. The Aburame Jonin gains a flying speed equal to its walking speed Attack. Aburame Jonin makes one attacks with his Insect Swarm, or Casts a
and can hover 5 feet off the ground. Jutsu of C-Rank or lower.
54
ABURAME CLAN FREEFORM next minute. On a successful save they instead take half
These jutsu are made with the Freeform Attack system in INSECT TORNADO (4)
mind. These Jutsu should not be overwhelming for the Classification: Freeform Ninjutsu
players to deal with. They should be simple and not overly Rank: A-Rank
complicated. Casting Time: 1 Action
Range: 90 Feet (30-foot cube)
INSECT SUBSTITUTION (1) Duration: Concentration, Up to 1 minute
Classification: Freeform Ninjutsu Components: HS, CM
Rank: D-Rank Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Reaction, when this adversary would take Description: This adversary manifests a massive tornado of
damage. insects that rip, tear and completely overwhelm everything
Range: Self in its path.
Duration: Instant This tornado occupies a 30-foot cube and all creatures
Components: HS, CM within its area must make a Strength saving throw to avoid
Keywords: Hijutsu being sucked as close to the center point of the cube as
Description: This adversary replaces themselves with a possible, taking 9d8 Poison damage and are restrained in
collection of insects who form a convincing duplicate of that space for the duration of this jutsu. At the beginning of
the caster. The caster gains Xd6 + Level temporary hit each affected creatures turn they remain within the tornado.
points (X= Twice the Rank of this jutsu) that first takes any As an action this adversary can move the tornado up to 45
damage they would take prior to their actual hit points feet in any direction. All creatures who would enter this
being affected. Next they make an Intelligence (Ninshou) jutsu’s area must make a Strength saving throw to avoid
check vs the highest hostile creatures passive perception. being pulled to the center of this tornado. A creature can
On a success this caster is able to move up to twice their spend their action to make a Strength (Athletics) check to
movement speed into a space that grants them cover of end the restrained condition granting them half of their
some type. They become Hidden/Unseen from all hostile normal movement speed until the end of their turn.
creatures until they are found, would move out of cover, A creature who ends their turn within this tornado must
are found as a result of the search action or would attack or make a strength saving throw to avoid being pulled to the
cast a jutsu. center of this tornado.
55
BREATH OF INSECTS: BUZZ (6)
Classification: Freeform Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: HS, CM, W (Any Melee Slashing)
Keywords: Hijutsu, Bukijutsu
Description: This adversary begins to collect and manifest
Aburame chakra, until it conjures insects of a various types
that fly and scurry around the blades edge.
This adversary selects one creature it can see within range
and makes two Melee taijutsu attacks, dealing its weapon
damage + 1d8 poison damage (It does not add its ability
modifier to the damage rolls). If at least one attack
successfully hits, the target must make a Constitution
saving throw, becoming envenomed.
If this jutsu is used as a Finisher, this jutsu instead deals
weapon damage + 2d8 poison damage, and creatures gain 2
ranks of lacerated on a failed save as well.
INSECT SWARM
Classification: Freeform Attack
Ranged Ninjutsu Attack: + [Ninjutsu Attack Bonus], Reach
60ft, one target.
Damage: [Xd4+Ninjutsu Ability Mod] Poison damage. (X
equals adversaries proficiency bonus.)
56
AKIMICHI CLAN D EFENSIVELY
Choza is the leaf villages answer to a tank. He is fully
CHOZA AKIMICHI capable of shrugging off even the most damaging attacks
by utilizing his Body Fat Cushion and his naturally tough
The head of the Akimichi Clan, and a Jonin of the Hidden Leaf
physique. When any of Choza’s allies are in danger he
Village. Choza is a gentle and caring man with seemingly
will do what he can to protect them by throwing himself
great wisdom and understanding of the world. He is
into harm’s way if that is an option.
described as a "self-possessed figure, and the pride of
Aburame". Like the rest of his clan, he has a large appetite,
and is prone to eating everything a menu's page. Chōza uses
the special technique that allows him to change calories into
chakra. As the leader of his clan, it is highly logical that he is
very skilled in all of his clan's secret techniques.
O FFENSIVELY
Choza is an adversary who will engage with his opponents
using his brute strength to overwhelm them with everything
he has. He will choose to begin combat using Partial
Expansion Jutsu and causing as much chaos on the battlefield
as possible. If things begin to look difficult or overwhelming
for him or his team he will begin to utilize Full-Body-
Expansion no more than twice, maximizing his size at Huge
and then choosing to crush all enemies in his path.
Saving Throws Str +12, Dex +5, Con +13, Int +5, Wis +7, Cha +5 Akimichi Bo-Staff. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Skills Athletics +18, History +8, Insight +7, Intimidation +8, Survival +7 Hit: 1d10 + 6 Bludgeoning Damage.
Damage Resistances Bludgeoning, Piercing, Slashing Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Senses passive Perception 11, Keen Smell Hit: 1d6 + 6 Bludgeoning Damage.
Akimichi Defensive Rage. By spending 4 Tenacity die and a Reaction to its
Critical Defense. Choza Akimichi is immune to critical hits and critical hit- allies taking damage, Choza can reduce the damage all damage its allies
based effects unless he has 208 or less hit points. Additionally, a critical hit takes from all sources by Choza’s AC, until the end of the next turn.
does not guarantee an automatic hit against him.
Vanguard. Creatures other than Choza within 15 feet of him, gains a +2
bonus to all saving throws. Choza takes one Elite Action at the end of another creatures turn, once each
Durable. Choza’s hit points are increased by 50% (416). round to do one of the following or can spend his Elite Action to gain an
additional reaction. He regains spent Elite Actions at the beginning of each of
Fatso Fortitude. When making a skill check to end a physical or elemental
his turns.
condition, Choza can make a Constitution save instead.
Attack. Choza makes two attacks with his Akimichi Bo-Staff, or Casts a Jutsu
of C-Rank or lower.
Akimichi Elite. Whenever Choza would gain temporary hit points as a result of Defend. Choza can take a Defensive stance protecting creatures adjacent to
a Jutsu, Passive or trait, he gains an additional 12 Temporary hit points, him. Allied creatures within 5 feet of him, gains +2 AC while adjacent to
once per round. If Choza is Bruised, Burned, bleeding, shocked or chilled him. This bonus ends if Choza moves or performs any other action.
this passive is negated.
Move. Choza can move his full movement.
Unbroken Physique. At the beginning of Choza’s turns, he gains 12 Temp HP.
Defender of the Leaf. Allied creatures, excluding Choza, within 10 feet of
Choza that he can see, gains 10 DR to all sources.
57
CHOJI AKIMICHI (KID)
Choji is a shinobi of Konohagakure's Akimichi clan. Very
kind, polite, and caring person. Choji is slated to become the
Sixteenth Head of the Akimichi after his father, Choza. Food
can also make him over-react about silly things, such as who
gets the last chip.
O FFENSIVELY
Choji is a character who will throw it all on the line to protect
his friends from harm. Even going as far to put his life at risk
using the Akimichi Clan pills after having his friends
insulted. Choji, unlike his father is not a defender, but instead
a powerful striker able to fell even the most defensive foes.
D EFENSIVELY
Choji can protect himself using Akimichi clan just when
needed, but he is not someone who will prioritize
defense and instead focus more on his offensive ability.
Akimichi Assault. Once per turn, damage Choji deals as the result of a
weapon, Taijutsu or Bukijutsu he cast, ignores 10 damage reduction and
C-Rank Iconic, Elite, Striker, Shinobi, Akimichi, Prof + 4 Temporary Hit points.
Level: 6, Tenacity Die: 3
Armor Class 19 (Medium Armor), DR: 4 Taijutsu. +8 to hit, (Taijutsu save DC 15)
Hit Points 209 (Durable) D-Ranks (Cost 5): Body Fat Cushion, Empty Crash, Human Boulder, Partial
Chakra Points 151 Expansion, Heat Up, Iron Strike
Speed 45 ft., Initiative +4 C-Ranks (Cost 9): Full-Body-Expansion, Spiked Human Boulder, Erupting
Falling Stomp
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 13 (+1)
Multiattack 2. Choji makes 2 unarmed attacks.
Kunai. Melee Weapon Attack: +7 to hit, reach 30/60 ft., one target.
Saving Throws Str +6, Dex +2, Con +11, Int +1, Wis +1, Cha +2
Hit: 7 (1d4+4) Piercing damage.
Skills Athletics +7, Perception +3, Persuasion +5, Survival + 3
Unarmed Strike. Melee weapon Attack: +7 to hit, reach 5 ft., one target.
Condition Resistances Weakened
Hit: 8 (1d6 + 4) Bludgeoning Damage.
Senses passive Perception 13
Fatty Flurry. Choji can, once per turn, as a bonus action after taking the
Choji takes one Elite Action at the end of another creatures turn, once each
multiattack action, make an additional Unarmed Strike.
round to do one of the following or can spend his Elite Action to gain an
Reckless Assault. At the beginning of Choji’s turns, he can gain advantage on
additional reaction. He regains spent Elite Actions at the beginning of each of
all melee attacks or advantage on all melee attack damage rolls for the
his turns.
remainder of the turn. Hostile creatures gain the same benefit targeting
Choji to the beginning of his next turn. Attack. Choji makes two Unarmed Strikes, or Casts a D-Rank Jutsu.
Durable. Choji’s hit points are increased by 50% Move. Choji can move his full movement.
Fatso. Akimichi Clan jutsu Choji cast grants him 5 Temporary hit points Green Pill. Choji eats one of his pills, increasing his Strength score to 20.
until the end of his next turn. Yellow Pill. Choji eats his second pill, increasing his unarmed damage die to a
d12, and increasing the number of attacks his Multiattack grants him to 3.
Red Pill. Choji eats his third pill, his unarmed damage die becomes 2d12, he
Akimichi Elite. Whenever Choji would gain temporary hit points as a result of a
gains the benefits of the Akimichi clan Jutsu Butterfly Mode. After 1
Jutsu, Passive or trait, he gains an additional 5 Temporary hit points, once
minute, he falls unconscious and enters the dying condition.
per round. If Choji is Bruised, Burned, bleeding, shocked or chilled this
passive is negated.
58
CHOJI AKIMICHI (SHIPPUDEN) D EFENSIVELY
Choji is a shinobi of Konohagakure's Akimichi clan. Very Choji can protect himself using Akimichi clan just when
kind, polite, and caring person. Choji is slated to become the needed. He no longer chooses to avoid protecting
Sixteenth Head of the Akimichi after his father, Choza. Food himself, but instead holding his defenses at the ready or
can also make him over-react about silly things, such as who active throughout Combat. Choji will maintain defensive
gets the last chip. jutsu such as Fat Breastplate 2.
O FFENSIVELY
Choji in his age and experience has grown to a
point where his Akimichi Clan jutsu no longer
define his weakness or insecurity but instead,
his strength. Choji in combat will often
choose to strike first, fast and hard. He will
begin combat by buffing himself with
Akimichi clan jutsu like Partial Body expansion,
Fast Fat Muscle Molecules1, or Full-Body-
Expansion. Choji will do everything in his power to
avoid using Butterfly mode, but when he sees a
downed ally he will not hesitate to enter this state and strike
down his foes, starting with the one who dealt the downing
strike to an ally, not changing his target unless forced to.
Akimichi Advanced Assault. Once per turn, damage Choji deals as the result
of a weapon, Taijutsu or Bukijutsu he cast, he ignores Damage reduction
A-Rank Iconic, Elite, Striker, Shinobi, Akimichi, Prof + 6 and temporary hit points.
Level: 11, Tenacity Die: 5
Armor Class 29 (Heavy Armor), DR: 12 Taijutsu. +12 to hit, (Taijutsu save DC 21)
Hit Points 469 D-Ranks (Cost 5): Body Fat Cushion, Empty Crash, Human Boulder, Partial
Chakra Points 370 Expansion, Heat Up, Iron Strike
Speed 45 ft, Initiative +5 C-Ranks (Cost 9): Full-Body-Expansion, Spiked Human Boulder, Erupting
Falling Stomp, Fast Fat Muscle Molecules1, Super Open Hand Slap
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Breaker Fist, Cherry Blossom Impact, Piston Fist, Butterfly
21 (+5) 11 (+0) 20 (+5) 13 (+1) 16 (+3) 17 (+3) Mode, Super Boulder Crash
A-Ranks (Cost 20): Butterfly Bullet Bomb
Saving Throws Str +11, Dex +2, Con +10, Int +3, Wis +5, Cha +7 Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Skills Athletics +17, Insight +9, Intimidation +9, Perception +9, Persuasion +9, D-Ranks (Cost 5): Chakra Leaping, Substitution Technique, Fat Breastplate2
Survival + 7
Condition Resistances Weakened
Senses passive Perception 19 Multiattack 3. Choji makes 3 unarmed or 2 Kunai attacks.
Kunai. Melee Weapon Attack: +12 to hit, reach 30/60 ft., one target.
Savage Strike. Once per turn, when Choji deals damage to a creature who Hit: 8 (1d4+5) Piercing damage.
is Dazed, poisoned, burned, shocked or restrained, he deals the Unarmed Strike. Melee weapon Attack: +12 to hit, reach 60 ft., one target.
maximum possible damage. Hit: 12 (2d6 + 5) Bludgeoning Damage.
Akimichi Revenge. Once per turn, Choji can deal a bonus 2d6 damage to a
creature that harmed him or his allies in the previous round.
Choji takes one Elite Action at the end of another creatures turn, once each
Fatso. Akimichi Clan jutsu Choji cast grants him 5 Temporary hit points round to do one of the following or can spend his Elite Action to gain an
until the end of his next turn. additional reaction. He regains spent Elite Actions at the beginning of each of
Fatso Fortitude. When making a skill check to end a physical or elemental his turns.
condition, Choji can make a Constitution save instead. Attack. Choji makes two Unarmed Strikes, or Casts a B-Rank Jutsu.
Defend. Choji can take a Defensive stance protecting creatures adjacent to
Akimichi Elite. Whenever Choji would gain temporary hit points as a result of a him. Allied creatures within 5 feet of him, gains +2 AC while adjacent to
Jutsu, Passive or trait, he gains an additional 11 Temporary hit points, once him. This bonus ends if Choji moves or performs any other action.
per round. If Choji is Bruised, Burned, bleeding, shocked or chilled this Move. Choji can move his full movement.
passive is negated.
59
CHOCHO AKIMICHI (BORUTO)
Chocho is a shinobi of Konohagakure’s Akimichi clan, as
the seventeenth generation of the Ino-Shika-Cho trio.
As the only child of Karui and Choji Akimichi. Believing
to follow her own pace. While somewhat self-centered,
she is highly competitive in nature, often challenging
her father to eating contests. She is not one to shy away
from a scrap, but also seems to be a romantic at heart.
D-Rank, Elite, Generalist, Shinobi, Akimichi, Prof +4
USING CHOCHO AKIMICHI (BORUTO) AS AN Level: 5 (10 XP), Tenacity Die: 2
ADVERSARY
Chocho, unlike her father is not one to shy away from a fight. Armor Class 15 (Light Armor)
She is quick to annoy, and can often find herself breaking Hit Points 70
formation. Unlike her father, she is also adept at Lightning Chakra Points 70
release, able to combine it into her Akimichi clan jutsu Speed 50 ft (Climb, Swim), Initiative +5
creating new techniques, such as her Thunderclap Fist
technique. STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 15 (+2) 9 (-1) 12 (+1)
O FFENSIVELY
Chocho will often begin combat by casting partial expansion Saving Throws Str +6, Dex +2, Con +4, Int +3, Wis +0, Cha +2
on her arm and weaving into combat while hoping her allies Skills Athletics +5, Insight +4, Nature +3, Survival +4
back her up. She is fairly competent in her martial abilities. If Senses passive Perception 10
she is ever put on the backfoot she will surprise her foes with
her Thunderclap Fist, shocking, and potentially stunning her Explorer. Chocho gains +20 movement speed bonuses, can
foes. climb, water and wall walk without movement penalty and
D EFENSIVELY ignore difficult terrain and terrain that imposes movement
penalties.
Chocho is not a defensive fighter, but she is not
incapable of protecting herself. She will often use Aggressive. While an allied creature is adjacent to a hostile
Substitution Technique or Body Fat Cushion if she creature Chocho is also adjacent to, Chocho gains a 1d4
doesn’t have time to dodge. With Chocho being such a bonus to damage rolls.
young fighter, she is still growing and relies on her allies Passionate Flame. When facing an enemy of the Land of Fire,
to cover for her lack of defenses. Chocho gains 15 temporary chakra points.
60
AKIMICHI GENIN
SCALING ENEMY
While this enemy is representative of a low ranked
shinobi, their individual skill ranges between levels 1-6.
The below Adversary block details a base level 1 Akimichi
Genin.
Art Credit: Saving Throws Str +5, Dex +1, Con +5, Int +1, Wis +2, Cha +1
[https://www.pinterest.com/pin/52706258125654224/] Skills Athletics +5, Insight +4, Nature +3, Survival +4
Senses passive Perception 14
61
AKIMICHI CHUNIN
SCALING ENEMY
While this enemy is representative of a skilled
Akimichi capable of passing the chunin exam, their
individual skill ranges between levels 6-10.
The below Adversary block details a base level 6 Chunin.
62
AKIMICHI JONIN
SCALING ENEMY
While this enemy is representative of a highly skilled
Akimichi capable of the most difficult missions or even
leading a team of 3 Genin, their individual skill ranges
between levels 10-13. The below Adversary block details
a base level 10 Akimichi Jonin.
Artist Credit:
[https://www.pinterest.com/pin/58265388926279020/]
Akimichi Combat Expert. At the beginning of this Jonin’s turns, they gain
temporary hit points equal to their level.
B-Rank, Elite, Defender, Shinobi, Akimichi, Prof +6
Level: 10 (50 XP), Tenacity Die: 5 (Half Level)
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
Armor Class 23 (+1 Medium Armor), DR: 10 D-Ranks (Cost 5): Body Fat Cushion, Body Flicker, Enhanced Reactions
Hit Points 264 C-Ranks (Cost 9): Shadow Shuriken Technique, Shadow Clone Technique
Chakra Points 198 Taijutsu. +11 to hit, (Taijutsu save DC 19)
Speed 40 ft., Initiative +7
D-Ranks (Cost 5): Empty Crash, Partial Expansion, Human Boulder, Brace
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Multi-Size Arm Missile, Full-Body-Expansion, Super Open Hand
21 (+5) 15 (+2) 19 (+4) 13 (+1) 15 (+2) 13 (+1) Slap, Fist Slam
B-Ranks (Cost 14): Butterfly Mode Caloric Recharge, Breaker Fist, Leaf Earth
Saving Throws Str+11, Dex +5, Con +10, Int +4, Wis +8, Cha +4 Crush
Skills Athletics +17, Crafting +7, Insight +8, Intimidation +7, Perception +8, A-Ranks (Cost 20): Butterfly Bullet Bomb
Survival +8
Damage Resistance: Bludgeoning, Slashing
Condition Resistance: Weakened, Dazed Multiattack. The Jonin can make 2 attacks with their insect swarm or
Condition Immunity: Stunned, Paralyzed Combat Bracers. Melee Weapon Attack: +12 to hit, reach 5ft., one target.
Senses passive perception 18 Hit: 1d12 + 5 Bludgeoning damage.
Akimichi Power. By spending 4 Tenacity die and a reaction to this Jonin or its
Vanguard. Allies to the Jonin, within 15ft of them, gain a +2 bonus to all of allies taking damage, it can expand its body. This adversary and its allies
their saving throws. gain a bonus to AC, equal to this Adversaries level, until the end of the
Akimichi Fortress. The first instance of damage this Jonin takes each turn is current turn.
reduced by its level. If this Jonin is Bruised, Burned, bleeding, shocked or
chilled this passive is negated.
Fatso. Akimichi Clan jutsu this Jonin casts, grants them Temporary hit Jonin takes one Elite Action at the end of another creatures turn, once each
points, equal to their level, until the end of his next turn. round to do one of the following or can spend his Elite Action to gain an
additional reaction. They regains spent Elite Actions at the beginning of each of
Fortuitous. When this Jonin makes a Constitution saving throw. If they pass,
his turns.
they take no damage and suffer no effects.
Attack. Akimichi Jonin makes one attacks with their Combat Bracers, or Casts a
Jutsu of C-Rank or lower.
Akimichi Elite. Whenever this Jonin would gain temporary hit points as a result of Defend. This Jonin can take a Defensive stance protecting creatures adjacent to
a Jutsu, Passive or trait, he gains additional temporary hit points, once per him. Allied creatures within 5 feet of them, gains +2 AC while adjacent to him.
round. If Choji is Bruised, Burned, bleeding, shocked or chilled this passive is This bonus ends if the Jonin moves or performs any other action.
negated.
Move. This Jonin can move their full movement.
63
AKIMICHI CLAN FREEFORM
ATTACK/ABILITIES/JUTSU
These jutsu are made with the Freeform Attack system in
mind. These Jutsu should not be overwhelming for the
players to deal with. They should be simple and not overly
complicated.
64
HYUGA CLAN D EFENSIVELY
Hiashi is not only an effective striker, but he is fully
HIASHI HYUGA capable of defending himself and his allies using his
Palm Rotation. If the Palm Rotation or Large Palm
The head of the Hyuga Clan, and a Jonin of the Hidden Leaf
Rotation isn’t enough. He will then resort to his 8-
Village. Hiashi is an extremely stern and strict clan leader.
Trigrams: Palm Cyclone, to enhance his defenses.
Willing to utilize the Side Branch curse mark to punish his
twin brother and nephew for showing aggression towards the
main house. He is undoubtedly a powerful shinobi. Well verse
in all of the Hyūga’s secret techniques and the Gentle Fist
fighting style.
O FFENSIVELY
Hiashi is an adversary who will engage first with his high
initiative, and then begin to strike with more attacks than
most shinobi can handle, while sealing their chakra away
with ruthless efficiency. He will initiate with his Gentle Fist,
and mix in his Tenketsu Needle and Tenketsu Block. If that
isn’t enough to break an enemies combat efficiency, he will
resort to using 8-Trigrams: Heavens Smiting Palm, to
permanently hinder a creatures chakra control.
Elite Byakugan. Hiashi has 500ft of Chakra sight, 360 degrees of vision
A-Rank, Elite, Striker, Shinobi, Hyuga, Prof + 7
without averting his head, can see through 5ft of any material, gains a 1d4
Level: 13 (50 XP), Tenacity Die: 6
bonus on saving throws vs Genjutsu, and can see a creatures nature
release, if any.
Armor Class 25 (Light Armor)
Hit Points 322 Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per
Chakra Points 224 turn.
Speed 70 ft., Initiative +11
Gentle Stance. Hiashi is in an advanced version of the Gentle Fist Stance. As a Gentle Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
reaction to taking damage, he gains DR equal to his Gentle Fist dice + Hit: 3d6 + 6 Chakra Damage.
proficiency bonus vs the triggering damage. Hyūga Clan Assault. By spending 4 Tenacity die, Hiashi Overpowers his
Hyūga Pressure. Hiashi gains a d6 bonus to his Taijutsu attacks vs targets Taijutsu. He adds all spent Tenacity die to the damage rolled, and
benefiting from a Jutsu based AC bonus. imposes a 1d4 penalty to the affected creatures saving throw.
Prime Gentle Fist. Hiashi’s Gentle fist damage die becomes 3d6.
Prime Byakugan. Hiashi has 60 ft of Truesight and +5 to his passive Hiashi takes one Elite Action at the end of another creatures turn, once each
perception (Already added) round to do one of the following or can spend his Elite Action to gain an
Combat Insight. Once per turn, add 1d4 bonus to attacks against additional reaction. He regains spent Elite Actions at the beginning of each of
creatures who have not acted this round. his turns.
Attack. Hiashi makes three attacks with his Gentle Fist, or Casts a Jutsu of C-
Rank or lower.
Move. Hiashi can move his full movement.
65
HIASHI HYŪGA (MOTIVATED) D EFENSIVELY
This version of Hiashi Hyūga is one where he is intended to Motivated Hiashi should do everything in his power to
be a Solo Adversary. An incident, conflict or crisis has pushed maintain a defensive position, while also keeping an
him beyond his normal limitations. Allowing him to become advantageous offensive presence. He should maintain
a far more threatening adversary. A motivated one. his defense by using Tenketsu Block when a creature
would trigger an attack of opportunity from him, to
USING HIASHI HYŪGA (MOTIVATED) AS AN destroy their ability to respond adequately.
ADVERSARY
Motivated Hiashi is an extremely difficult
to handle fighter. Able to strike and
defend himself simultaneously, he is not
to be underestimated and will crush all
who stand before him, the Hyūga and the
Leaf.
O FFENSIVELY
Motivated Hiashi should begin all
conflicts by spending 1 Tenacity Die to
use his Motivated Engagement trait,
allowing him to take the highest
initiative placement in the turn order.
Once he has done so, he should follow
up with his Palm Cyclone allowing him to
attack and defend simultaneously.
Moving forward, all attacks he makes
should be towards a single creature,
picking enemies off one by one, instead
of splitting his focus.
Elite Byakugan. Hiashi has 500ft of Chakra sight, 360 degrees of vision
A-Rank, Solo, Striker, Shinobi, Hyuga, Prof + 7
without averting his head, can see through 5ft of any material, gains a 1d4
Level: 13 (100 XP), Tenacity Die: 13
bonus on saving throws vs Genjutsu, and can see a creatures nature
release, if any.
Armor Class 25 (Light Armor)
Hit Points 602 Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per
Chakra Points 504 turn.
Speed 70 ft., Initiative +13 The Strongest Clan in the Leaf. Hiashi can spend 2 Tenacity die when he
makes a Gentle Fist attack. When he does, on a hit, the target is treated as
STR DEX CON INT WIS CHA they were targeted by Sealing Art: Chakra Dispel at A-Rank.
13 (+1) 22 (+6) 16 (+3) 14 (+2) 19 (+4) 14 (+2)
Saving Throws Str +3, Dex +12, Con +9, Int +4, Wis +10, Cha +4 Taijutsu. +14 to hit, (Taijutsu save DC 21)
Skills Acrobatics +13, Athletics +8, Chakra Control +10, Illusions +11, D-Ranks (Cost 5): Palm Rotation, Palm Strike, Tenketsu Needle, Vacuum Palm
Intimidation +9, Perception +18, Stealth +13, Martial Arts +20 C-Ranks (Cost 9): 8-Trigrams Heavenly Palms1, Giant Palm Rotation,
Condition Resistances Weakened, Slowed, Dazzled, Blinded Tenketsu Block2, Vacuum Wall Palm
Condition Immunities Stunned, Paralyzed, Incapacitated, Dazed B-Ranks (Cost 14): 8-Trigrams: Heavens Smiting Palm3
Senses passive Perception 33, True Sight 120ft A-Ranks (Cost 20): 8-Trigrams: Palm Cyclone4
Prime Byakugan. Hiashi has 60 ft of Truesight and +5 to his passive Attack. Hiashi makes three attacks with his Gentle Fist, or Casts a Jutsu of C-
perception (Already added) Rank or lower.
66 Move. Hiashi can move his full movement.
HIZASHI HYUGA
Born mere seconds after his twin brother, Hiashi, Hizashi
was made a member of the branch house of the Hyūga.
Branded with the Hyūga Clan curse seal, he would endure a
life of servitude to both his brother and other members of the
main house. Unhappy with his fate, but deciding there was
nothing he could do to change it, he lived out his life as a
servant to the main house until his death, at the request of
the Konoha leadership.
O FFENSIVELY
Hizashi is a patient fighter, willing to give enemies an
opportunity to strike first, before retaliating with a powerful
and decisive strike using 8-Trigrams Retaliation Palm or Palm
Rotation. While his suite of techniques are limited, he uses
them with ruthless efficiency.
D EFENSIVELY
Hizashi is a skilled Hyūga capable of defending himself
and his allies with the Large Palm Rotation and 8-
Trigrams Guard Palm.
Prime Gentle Fist. Hizashi’s Gentle fist damage die becomes 3d6. Attack. Hizashi makes three attacks with his Gentle Fist, or Casts a Jutsu of
C-Rank or lower.
Elite Byakugan. Hizashi has 60 ft of Truesight
Sacrifice. When an ally of Hizashi within 50 feet of his current location would
Combat Insight. Once per turn, add 1d4 bonus to attacks against
fall to 0 hit points, Hizashi must interpose the attack or redirect the saving
creatures who have not acted this round.
throw. Hizashi must move up to his full movement, pushing the target out
of the way. The triggering jutsu must now target Hizashi as if he was the
Elite Byakugan. Hizashi has 500ft of Chakra sight, 360 degrees of vision original target. If instead he is pushing an ally out of the way of a saving
without averting his head, can see through 5ft of any material, gains a 1d4 throw, that affects an area, the target gains DR equal to Hizashi’s current
bonus on saving throws vs Genjutsu, and can see a creatures nature release, HP, as he takes all damage from the effect, with the saved creature taking
if any. the remaining damage, if Hizashi’s hit points fall to 0, as a result of this
effect.
Elite Gentle Fist. Hiashi Ignores 10 DR and all temporary hit points, once per
turn. Move. Hizashi can move his full movement.
67
NEJI HYUGA (KID) D EFENSIVELY
Neji is a shinobi of Konohagakure's Hyuga clan, but a Neji at this stage, is generally unable to protect others,
member of the side branch. Neji is a prodigy, even by the only being able to protect himself. His Palm Rotation
Hyūga’s Standards. Though his skills were superior to in gives him sufficient defense against area attacks and his
comparison to most of his peers, he would forever be in Gentle Counter provides a solid defense versus larger
service to the main house, a fact that convinced him fate was single attacks. His Palm Bottom allows him to strike back
predetermined. when an enemy is unable to strike him with the same
force as a Palm Strike.
USING NEJI (KID) AS AN ADVERSARY
Neji is an extremely skilled and threatening adversary. Being
able to target chakra, he can quickly disable even the
toughest of player characters by reducing their ability to fight
back using his basic unarmed attacks, alone. Neji is a fast,
efficient and capable fighter, able to quickly discern a
creatures capability and then execute on a way to remove that
potential from them.
O FFENSIVELY
Neji should begin all conflicts using his Body Flicker and
following up with a combination of his Gentle Fist
attacks and Tenketsu Needle jutsu to make casting jutsu a
difficult endeavor for those he finds himself fighting
against. If this flurry of attacks prove to be ineffective,
he will then begin to cast Palm strike more often
attempting to remove an enemies ability to cast jutsu. If
even this fails to be effective, he will resort to his
Unmastered 8-Trigrams 64 Palms as a last resort.
Elite Byakugan. Neji has 500ft of Chakra sight, 360 degrees of vision without
B-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 5
averting his head, can see through 5ft of any material, gains a 1d4 bonus
Level: 8, Tenacity Die: 4
on saving throws vs Genjutsu, and can see a creatures nature release, if
any.
Armor Class 23 (Light Armor)
Hit Points 218 Gentle Fist Expert. Neji Ignores 10 DR, once per turn.
Chakra Points 172
Speed 70 ft., Initiative +8
Taijutsu. +10 to hit, (Taijutsu save DC 17)
D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu
STR DEX CON INT WIS CHA
Needle, Palm Bottom7
12 (+1) 18 (+4) 15 (+2) 14 (+2) 17 (+3) 12 (+1)
C-Ranks (Cost 9): 8-Trigrams 64 Palms [Unmastered]8
Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
Saving Throws Str +2, Dex +8, Con +5, Int +3, Wis +7, Cha +2
D-Ranks (Cost 5): Chakra Leaping, Body Flicker
Skills Acrobatics +11, Athletics +7, Chakra Control +8, Insight +8, Perception
+13, Stealth +11, Martial Arts +11
Condition Resistances Weakened, Slowed, Blinded, Dazzled Multiattack 3. Neji can make 3 melee attacks with their Gentle Fist.
Senses passive Perception 28 (Prime Byakugan), True Sight 60ft
Gentle Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 2d6 + 4 Chakra Damage.
Hyūga’s Focus. As an action, Neji can focus on one enemy. At the beginning of
his next turn, he gains advantage on all attack rolls made until the end of Hyūga Clan Assault. By spending 4 Tenacity die, Neji Overpowers his
that turn. Each successful attack, deals bonus damage equal to his Taijutsu. He adds all spent Tenacity die to the damage rolled, and
proficiency bonus. imposes a 1d4 penalty to the affected creatures saving throw.
Skilled Gentle Fist. Neji’s Gentle fist damage die becomes 2d6.
Prime Byakugan. Neji has 60 ft of Truesight and +5 to his passive Neji takes one Elite Action at the end of another creatures turn, once each
perception (Already added) round to do one of the following or can spend his Elite Action to gain an
Can’t Fool the Byakugan. Creatures within 120 feet of Neji, cannot gain additional reaction. He regains spent Elite Actions at the beginning of each of
advantage against him, using Stealth. If they would have advantage his turns.
against other creature, they can make their roll at advantage as normal, Attack. Neji makes three attacks with his Gentle Fist, or Casts a Jutsu of D-
but calculate their stealth as if they have disadvantage only in regards Rank or lower.
to Neji.
Move. Neji can move his full movement.
Enforcing Fate. When a creature would trigger an attack of opportunity from
Neji, can cast Palm Strike as his Attack of opportunity.
68
NEJI HYUGA (SHIPPUDEN) D EFENSIVELY
A Jonin in his own right, Neji has grown from his previous Neji at this stage, is generally unable to protect others,
assumptions on life. He has embraced freedom and made the only being able to protect himself. His Palm Rotation
decision to change the Hyūga Clan. No longer bearing gives him sufficient defense against area attacks and his
bitterness towards the main house or Hinata, Neji seeks the Gentle Counter provides a solid defense versus larger
strength needed to make the future he, his family and his single attacks. His Palm Bottom allows him to strike back
friends wish for come true. when an enemy is unable to strike him with the same
force as a Palm Strike.
USING NEJI HYUGA (SHIPPUDEN) AS AN
ADVERSARY
Neji has only grown stronger and more powerful with age.
Considered the strongest Hyūga at the current time, and he is
known to have the most powerful Byakugan in the Land of
Fire.
O FFENSIVELY
Neji should begin all conflicts using his Body Flicker and
following up with a combination of his Gentle Fist
attacks and Tenketsu Needle jutsu to make casting jutsu a
difficult endeavor for those he finds himself fighting
against. If this flurry of attacks prove to be ineffective,
he will then begin to cast Palm strike more often
attempting to remove an enemies ability to cast jutsu. If
even this fails to be effective, he will resort to his
Mastered 8-Trigrams 64 Palms, combo’ d with his 128
Palms as a Finisher.
A-Rank Iconic, Elite, Striker, Shinobi, Hyuga, Prof + 7 Elite Byakugan. Neji has 500ft of Chakra sight, 360 degrees of vision without
Level: 13, Tenacity Die: 6 averting his head, can see through 5ft of any material, gains a 1d4 bonus
on saving throws vs Genjutsu, and can see a creatures nature release, if
Armor Class 27 (Light Armor) any.
Hit Points 469 Gentle Fist Master. Neji Ignores 20 DR and Immunity/resistance to chakra
Chakra Points 370 damage, once per turn.
Speed 70 ft, Initiative +11
STR DEX CON INT WIS CHA Taijutsu. +14 to hit, (Taijutsu save DC 21)
13 (+1) 22 (+6) 16 (+3) 14 (+1) 20 (+5) 13 (+1) D-Ranks (Cost 5): Gentle Counter, Palm Rotation, Palm Strike, Tenketsu
Needle, Palm Bottom7, Vacuum Palm
Saving Throws Str +5, Dex +12, Con +11, Int +4, Wis +11, Cha +3 C-Ranks (Cost 9): One-Body Blow, Vacuum Wall Palm
Skills Acrobatics +11, Athletics +7, Chakra Control +10, Insight +12, B-Ranks (Cost 14): 8-Trigrams 64 Palms [Mastered]9
Perception +19, Stealth +13, Martial Arts +8 A-Ranks (Cost 20): 8-Trigrams 128 Palms
Condition Resistances Weakened, Slowed, Blinded, Dazzled, Stunned, Paralyzed Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
Senses passive Perception 34 (Unfettered Byakugan), True Sight 120ft D-Ranks (Cost 5): Chakra Leaping, Body Flicker
Hyūga’s Focus. As an action, Neji can focus on one enemy. At the beginning of
Multiattack 3. Neji makes 3 melee attacks with their Gentle Fist.
his next turn, he gains advantage on all attack rolls made until the end of that
turn. Each successful attack, deals bonus damage equal to his proficiency Gentle Fist. Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
bonus. Hit: 4d6 + 6 Chakra Damage.
Gentle Fist Master. Neji’s Gentle fist damage die becomes 4d6. Hyūga Clan Assault. By spending 4 Tenacity die, Neji Overpowers his
Taijutsu. He adds all spent Tenacity die to the damage rolled, and
Unfettered Byakugan. Neji has 120 ft of Truesight and +5 to his passive
imposes a 1d4 penalty to the affected creatures saving throw.
perception (Already added)
Can’t Fool the Byakugan. Creatures within 120 feet of Neji, cannot gain
advantage against him, using Stealth. If they would have advantage Neji takes one Elite Action at the end of another creatures turn, once each
against other creature, they can make their roll at advantage as normal, round to do one of the following or can spend his Elite Action to gain an
but calculate their stealth as if they have disadvantage only in regards to additional reaction. He regains spent Elite Actions at the beginning of each of
Neji. his turns.
Hyūga Legacy. Inspired by his father’s sacrifice, Neji is committed to Attack. Neji makes three attacks with his Gentle Fist, or Casts a Jutsu of D-
growing strong enough to make changes. Neji has 13 Legacy die (d4). Rank or lower.
Once per turn, he can spend one Legacy die to increase either his attack
Move. Neji can move his full movement.
or damage rolls by the result.
69
HINATA HYUGA (KID)
Hinata is a shinobi of Konohagakure's Hyuga clan, and
heiress of the main house. Hinata was always considered
weak by her father and unsuitable for the responsibilities of
leading the clan. Hinata preservers and from her observation
of Naruto Uzumaki, she found an example to follow.
O FFENSIVELY
Hinata on a team will often play a supporting role, using
her Byakugan to keep her allies informed on their
enemies tactics and goals. When and if Hinata is forced
to fight on her own she will resort to using her Gentle
Fist and mixing in a Palm Strike. She is not well versed in
the Hyuga Clan secret techniques as Neji is, so she
resorts to using her own custom technique 32 Palms
Defense.
D EFENSIVELY
Unfortunately, Hinata’s defensive capabilities are
limited to her 32 Palms Defense, which she can only cast
once or twice per long rest, and even then she needs
inspiration to perform it reliably.
Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision
C-Rank Iconic, Elite, Generalist, Shinobi, Hyuga, Prof +4
without averting his head, can see through 5ft of any material, gains a 1d4
Level: 5, Tenacity Die: 2
bonus on saving throws vs Genjutsu, and can see a creatures nature
release, if any.
Armor Class 19 (Light Armor)
Hit Points 105 Trying Her Hardest. Hinata cannot make ability checks or saving throws at
Chakra Points 105 disadvantage.
Speed 50 ft., Initiative +7
Stop Hiding Please. Hinata has advantage on Search checks made to detect
hidden enemies. Creatures that Hinata can see, are also visible to her allies. Hinata takes one Elite Action at the end of another creatures turn, once each
Light-Footed. Hinata can Disengage or Dash as a bonus action. When an round to do one of the following or can spend his Elite Action to gain an
enemy moves adjacent to her, she can spend her reaction to move away, up additional reaction. She regains spent Elite Actions at the beginning of each
to half her speed. of his turns.
Uncanny Vision. Hinata has +5 to his passive perception (Already added) Attack. Hinata makes one attack with her Gentle Fist, or Casts a Jutsu of D-
Teamwork. Hinata has advantage on attack rolls when the target is within Rank or lower.
5ft of her and her ally. Move. Hinata can move her full movement.
Supporting Role. Hinata can update her allies on what her enemies are
doing. Hostile creatures suffer a -1 penalty to their AC against all of
Hinata’s allies who can both see and hear her.
70
HINATA HYUGA (KID) D EFENSIVELY
(MOTIVATED) Motivated Hinata’s defensive capabilities are heavily
reliant on her offensive potential. While in this state,
Hinata is a shinobi of Konohagakure's Hyuga clan, and
Hinata is focusing on dealing as much damage to her
heiress of the main house. Hinata was always considered
enemies as possible by foregoing her Reaction to make
weak by her father and unsuitable for the responsibilities of
more attacks.
leading the clan. Hinata preservers and from her observation
of Naruto Uzumaki, she found an example to follow. But at
this very moment, she is far from a helpless princess. She’s
motivated.
O FFENSIVELY
Motivated Hinata is very much a threat on
her own. She will often use her ability to
twin cast Palm Strike twice per Cast a Jutsu
action. If her target is able to maintain
their presence and strength fighting
against this, Hinata will resort to using
her unfinished technique, Twin Lion
Cubs.
Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision
B-Rank Iconic, Solo, Striker, Shinobi, Hyuga, Prof +4
without averting his head, can see through 5ft of any material, gains a 1d4
Level: 5, Tenacity Die: 5
bonus on saving throws vs Genjutsu, and can see a creatures nature
release, if any.
Armor Class 21 (Light Armor)
Hit Points 212 Overflowing Passion. Hinata ignores Temporary Chakra, when dealing
Chakra Points 184 chakra damage.
Speed 70 ft., Initiative +10 Hero of Her Own Story. Hinata can see through her enemies attempts to trick
her. She ignores bonuses to AC as a result of Jutsu.
STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 11 (+0) 13 (+1) 14 (+2) 13 (+1)
Taijutsu. +9 to hit, (Taijutsu save DC 16)
Saving Throws Str +2, Dex +7, Con +2, Int +3, Wis +3, Cha +5 D-Ranks (Cost 5): Gentle Counter Palm Strike, Tenketsu Needle, Palm Bottom7
Skills Acrobatics +8, Chakra Control +4, Illusions +5, Insight +5, Perception +9, C-Ranks (Cost 9): 8-Trigrams 32 Palms Defense [Unmastered]8, Twin Lion
Persuasion +5, Stealth +7, Martial Arts +7 Cubs
Condition Resistances Weakened, Slowed, Blinded, Dazzled, Paralyzed, Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
Stunned D-Ranks (Cost 5): Body Flicker, Substitution Technique
Senses passive Perception 24
Motivated Multiattack. Hinata attacks twice with her Gentle Fist
Motivated Focus (Unique). When Hinata casts Palm Strike, she can instead
make two attacks with the Jutsu, instead of one. Gentle Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
All In. As a reaction on her turn, Hinata can Cast a Jutsu with a casting time of Hit: 2d6 + 4 Chakra Damage.
1 Action.
Stop Hiding Please. Hinata has advantage on Search checks made to detect
hidden enemies. Creatures that Hinata can see, are also visible to her allies. Hinata takes one Elite Action at the end of another creatures turn, once each
Light-Footed. Hinata can Disengage or Dash as a bonus action. When an round to do one of the following or can spend his Elite Action to gain an
enemy moves adjacent to her, she can spend her reaction to move away, up additional reaction. She regains spent Elite Actions at the beginning of each
to half her speed. of his turns.
Uncanny Vision. Hinata has +5 to his passive perception (Already added) Attack. Hinata makes one attack with her Gentle Fist, or Casts a Jutsu of D-
Rank or lower.
Teamwork. Hinata has advantage on attack rolls when the target is within
5ft of her and her ally. Move. Hinata can move her full movement.
71
HINATA HYUGA (SHIPPUDEN) D EFENSIVELY
Finally, a Chunin, Hinata has trained herself to make up for Hinata at this stage, is generally unable to protect
her previous failures. Hinata has created and mastered two others, only being able to protect herself. Her 64 Palms
unique Hyūga techniques that no other Hyūga previously has defense acting as the ultimate form of protection.
ever shown competency in. The Lion Palm, and the 64 Palms
Defense, her personal variant to the 64 palms.
O FFENSIVELY
Hinata should begin combat by Body flickering into
combat and following it up with a flurry of Gentle fist
attacks in an attempt to block her enemies tenketsu.
It’s a simple but effective strategy. When she is
pushed into a corner, she will immediately
activate her Lion Palm and try to end the
conflict as swiftly as possible.
Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without
averting her head, can see through 5ft of any material, gains a 1d4 bonus on
saving throws vs Genjutsu, and can see a creatures nature release, if any.
72
HINATA HYUGA (THE LAST) D EFENSIVELY
Finally able to stand side by side with Naruto, Hinata stands Hinata’s defenses have become more solid as her 64
with him as he faces a threat the likes of which hasn’t been Palms defense placer her Armor class into a level most
seen since Kaguya. She will support him to the best of her cannot breach. She will use this effectively to make
abilities, no matter the cost. herself untouchable by normal means.
O FFENSIVELY
Hinata will engage with her Lion Palm activated
as soon as possible. Her primary goal is to
provide as much support by draining her foes of
chakra with ruthless efficiency brought about by
being the survivor of a war, and a maiden of her
clan.
Elite Byakugan. Hinata has 500ft of Chakra sight, 360 degrees of vision without
averting her head, can see through 5ft of any material, gains a 1d4 bonus on
saving throws vs Genjutsu, and can see a creatures nature release, if any.
73
HYUGA CLAN FREEFORM 8 TRIGRAMS: PALM CYCLONE (4)
ATTACK/ABILITIES/JUTSU Classification: Freeform Hijutsu
Rank: A-Rank
These jutsu are made with the Freeform Attack system in Casting Time: 1 Action
mind. These Jutsu should not be overwhelming for the Range: Self (20 feet radius)
players to deal with. They should be simple and not overly Duration: Instant
complicated. Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Taijutsu
8 TRIGRAMS HEAVENLY PALMS (1) Description: This Adversary spins with enough force to
Classification: Freeform Hijutsu generate a small cyclone. All creatures of this adversaries
Rank: C-Rank choice within range, must make a Dexterity saving throw
Casting Time: 1 Action as they are struck dozens of times in the fraction of a
Range: Touch second. On a failed save, they take 10d8 Chakra damage and
Duration: Instant are unable to mold chakra until the end of their next turn.
Components: M If the target creature has 0 Chakra, you instead deal double
Keywords: Hijutsu, Taijutsu, Clash the result as force damage.
Description: This Adversary strikes with enough force to
kick up dust, dirt and the very air around themselves and 8 TRIGRAMS: RETALIATION PALM (5)
their target. The force of this attack is gentle, but the Classification: Freeform Hijutsu
effects are apparent. This adversary makes a melee Rank: C-Rank
Taijutsu attack. On a hit, they deal 4d6 chakra damage and Casting Time: 1 Reaction, which this adversary takes when
the affected creature must make a Constitution saving they would take damage from a melee attack.
throw. On a failed save they gain 2 ranks of Concussed and Range: Touch
Bruised, as their organs are struck. Bruised gained in this Duration: Instant
way cannot be removed, except by a jutsu with the medical Components: CM, M
keyword that removed conditions. If the target creature Keywords: Hijutsu, Taijutsu, Clash
has 0 Chakra, you instead deal double the result as force Description: This Adversary retaliated with the strength of
damage. a strike to the lungs. Make a single melee taijutsu attack,
If this jutsu is cast at a higher rank, increase the targeting the triggering creature. On a hit, they take this
damage by 2d6 for each increase in rank. adversaries unarmed + 5d6 chakra damage and lose the
ability to cast jutsu until the end of the current turn. If the
TENKETSU BLOCK (2) target creature has 0 Chakra, you instead deal double the
Classification: Freeform Hijutsu result as force damage.
Rank: C-Rank
Casting Time: Special 8 TRIGRAMS: GUARD PALM (6)
Range: Special Classification: Freeform Hijutsu
Duration: Instant Rank: C-Rank
Components: HS, CM Casting Time: 1 Reaction, which this adversary takes when
Keywords: Hijutsu, Taijutsu they would make a saving throw vs a Ninjutsu, Taijutsu or
Description: When this adversary deals damage with a Bukijutsu
melee attack, they can cast this jutsu. When they do, the Range: Self
Duration: Instant
target has some of their tenketsu blocked. Jutsu they cast
Components: CM, M
until the end of their next turn, is increased by +5.
Keywords: Hijutsu, Taijutsu
8 TRIGRAMS: HEAVENS SMITING PALM (3) Description: This Adversary strikes at a hostile effect
attempting to interrupt and dispel it. This adversary makes
Classification: Freeform Hijutsu
Rank: B-Rank a Taijutsu ability check vs the triggering creatures jutsu
Casting Time: 1 Action save DC. On a success, their jutsu is dispelled and its effects
Range: Touch are negated.
Duration: Instant
Components: HS, CM 8 TRIGRAMS: PALM BOTTOM (7)
Keywords: Hijutsu, Taijutsu, Finisher, Clash Classification: Freeform Hijutsu
Description: This jutsu can only be cast a finisher. Rank: D-Rank
Adversary strikes the heart of their target. Make a single Casting Time: 1 Reaction, which this adversary takes when
melee taijutsu attack. On a hit, you deal 8d8 chakra damage a hostile creature misses them with an attack
Range: Touch
and 8d8 Necrotic damage. The target must make a
Duration: Instant
Constitution saving throw, being stunned on a failed save
Components: HS, CM
until the end of their next turn.
Keywords: Hijutsu, Taijutsu
If the target creature has 0 Chakra, you instead deal
Description: This Adversary strikes a creature who misses
double the result as force damage.
it. Make a melee taijutsu attack. On a hit, deal 5d8 chakra
damage and force the target to make Constitution saving
throw, doubling the cost of jutsu they cast until the end of
their next turn. If the target creature has 0 Chakra, you
instead deal double the result as force damage.
74
8 TRIGRAMS 64 PALMS [UNMASTERED] (8)
Classification: Freeform Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: CM, M
Keywords: Hijutsu, Taijutsu
Description: This Adversary performs the imperfect final
maneuver of the Gentle fist. Make a single melee Taijutsu
attack, comparing the result against the target creature. On
a hit, deal 6d8 Chakra damage and half of the chakra
damage dealt, as force damage and affected creatures must
also make a constitution saving throw, losing the ability to
mold Chakra for 1 round. If the target creature has 0
Chakra, you instead deal double the result as force damage.
75
SARUTOBI CLAN
D-Rank, Sarutobi, Standard, Generalist, Shinobi, Prof +3
SARUTOBI GENIN Level: 1
76
UCHIHA CLAN
D-Rank, Uchiha, Standard, Generalist, Shinobi, Prof +3
UCHIHA GENIN Level: 1
Artist Credit: [Link to Source] • (1/Combat) As a reaction, the Genin can copy 1 non-
Hijutsu it sees cast, adding it to its jutsu known list.
Feinting Attack (Clan). As a bonus action, the Genin can select
one creature it can see, gaining advantage on its next attack
roll against the target, adding its proficiency bonus (+3) to
the damage dealt.
Some Uchiha are not born with the potential to use the Sharingan. If you wish to
make the Uchiha Genin one of these unlucky few, replace its 1-Tomoe Sharingan
and Revolving Copy Wheel traits with the following;
• Uchiha Agility (Clan/Role). The Uchiha Genin can take the Dash or Disengage
actions as a bonus action. As a reaction to a hostile creature moving adjacent to
you, you can move up to half your movement speed, without provoking an
opportunity attack, and make one attack with your Unarmed Strike or Kunai.
• Arsenal Trickshot (1/Combat) (Level 2+). The Uchiha Genin jumps into the air
and uses all of its kunai to target all targets, sending out multiple kunai per target
to hit and redirect the primary kunai in a precise fashion. Make an attack with
your Kunai at advantage, at each target. This attack treats bonuses to AC as the
result of jutsu, features, or traits activated this round as half. On a hit, deal twice
your Kunai’s damage. This attack cannot score a critical hit.
77
MIGHT GUY (PART 1) with the strongest opponent that he is aware of. He is
outnumbered, he will fall more to his Taijutsu for crowd
Might Guy is a charismatic Jonin from the Hidden Leaf
control, and if he has allies present, he will do
Village. He bolsters no major talent with Ninjutsu or
Genjutsu but is a master of Taijutsu and is the very few his best to coordinate and work together to
Shinobi that can utilize the Eight Inner Gates Formation. take down his opponent (See Guy’s
As such, he is very renowned and respected Shinobi. Combination Taijutsu).
Might Duy, known as the Eternal Genin, was Might Might Guy will not use his Eight Inner
Guy’s father and mentor, instilling in him the mindset Gates Formation technique unless he feels
that is the Passion of Youth and passing on his incredible that the life of someone he cares deeply for is
knowledge of Taijutsu. Guy’s skills would only become in danger, a lesson instilled in him by his
further emboldened by training alongside his rival and father. Might Guy will not hesitate to use
best friend, Kakashi Hatake. his full strength in this situation,
In the present day, Might Guy leads “Team Guy”, regardless of its drawbacks.
consisting of Neji Hyūga, Tenten, and Rock Lee.
D EFENSIVELY
USING MIGHT GUY AS AN ADVERSARY When using Might Guy
Might Guy is a very strategic fighter who thinks outside defensively, try to use the
the box to counter all sorts of situations. In spite of how environment to your
ridiculous some of these ideas can be, surprisingly a lot advantage. Might Guy
of them work, likely in part to Guy’s formidable Taijutsu is extremely mobile,
skill catching a lot of opponents by surprise in tandem. so, utilize his speed to
O FFENSIVELY gain the upper hand
in a bad situation.
When using Might Guy offensively, put on as much
pressure as possible. Guy is very fast and can attack
many times per turn. Guy tends to focus on dealing
1st Gate (Kaimon). Set Str, Dex, & Con to 20 (+5), +1 AC, +15ft. speed (+15ft. total),
deal double damage to structures, constructs, and objects.
A-Rank, Non-Clan, Iconic Striker, Elite, Leaf Jonin, Prof + 6 2nd Gate (Kyumon). Set Str, Dex, & Con to 24 (+7), +2 AC, +15ft speed (+30ft. total),
Level: 11, Tenacity Die: 6 +1 Tenacity Die.
3rd Gate (Seimon). Extra Action per round, +30ft speed (+60ft total), lose 10 hit
Armor Class 26 (Unarmored Defense)
points at the start of Might Guys your turns.
Hit Points 433
Chakra Points 341 4th Gate (Shomon). Set Str, Dex, & Con to 26 (+8), +1 AC (+1 total)
Speed 65 ft., Initiative +9 5th Gate (Tomon). +1 AC (+2 total), +40ft speed (+100ft total), Extra Action per round
6th Gate (Keimon). Set Str, Dex, & Con to 30 (+10), Regain +3 Tenacity Die, lose 2d12
STR DEX CON INT WIS CHA
hit points at the start of each of your turns.
19 (+4) 19 (+4) 19 (+4) 10 (+0) 12 (+1) 15 (+2)
Saving Throws Str +10, Dex +11, Con +6, Int +3, Wis +5, Cha +8 Ninjutsu. +6 to hit, (Ninjutsu save DC 15)
Skills Athletics +16, Acrobatics +17, Illusions +7, Insight +7, Martial Arts +16, D-Ranks (Cost 5): Summoning Technique (Turtle)
Performance +8, Persuasion +8 Genjutsu. +8 to hit. (Genjutsu Save DC 17)
Damage Resistances Chakra E-Ranks (Cost 2): Release
Condition Resistances Grappled, Restrained, Slowed, Weakened Taijutsu. +10 to hit (Taijutsu Save DC 19)
Condition Immunities Berserk, Dazed D-Ranks (Cost 3): Dynamic Entry, Feather Combo, Leaf Gale, Leaf Uppercut, Wild Dance
Senses passive Perception 11 C-Ranks (Cost 6): Leaf Great Flash, Leaf Sky Breaker, Shadow Dancing Leaf, Twin
Heavenly Swallow
Iconic Reflexes. Might Guy's speed cannot be reduced by difficult terrain. B-Ranks (Cost 9): 10-Count, After Image Technique, Asakujaku: Morning Peacock,
Additionally, he takes no damage on a successful save and takes only half Asakujaku: Morning Dove, Leaf Earth Crush, Quaking Leg, Twin Front Lotus
damage on a failure with Dexterity saving throws. A-Ranks (Cost 14): Final Lotus, Violent Leaf Adamantine-Strength Whirlwind
Iconic Will. Might Guy is immune to effects that would alter his mental state,
change his personality or disposition, or force him to act against his will. Might
Multiattack 3. Might Guy makes three attacks using his Unarmed Strike.
Guy regains 1 Tenacity Die when he succeeds a save, once per round.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Martial Technique. Might Guy is immune to effects that would increase the cost of
Hit: 2d6+5 bludgeoning damage. On a roll of a 17-20 Might Guy can choose to give
his jutsu and reduces the cost of all his Taijutsu (already added).
the target 1 rank of Bruised or knock them back 15 feet.
Passionate Flame. When rolling initiative Might Guy gains 22 temporary chakra. If
Flurry of Blows. As a bonus action, Might Guy can make two attacks with his
this creature is considered an enemy to the Land of Fire, he gains advantage on
Unarmed Strike. If he uses Flurry of Blows immediately after using his action to
all melee attack rolls for the first round of combat.
make a Multiattack, increase the number of attacks made by +1.
Press the Attack. The first time each turn Might Guy makes a melee attack
Flurry of Guards. When targeted by a melee attack, Might Guy can as a reaction
targeting a creature that has a bonus to its AC as a result of a Jutsu, he gains a
reduce either the attack roll or damage roll by -2d6 (Pick One). If the attacker is
+4 bonus to that attack.
within his unarmed range he may make one unarmed attack, knocking the target
prone in addition to the attack's normal effects on a hit.
Might Guy has access to 6 of the Eight-Inner Gates. Once per round, Might Guy can
activate up to two of the Eight-Inner Gates as an action or bonus action, though he
must activate them in order; Each Gate grants the effects of the previous Gate. Might Guy takes one Elite Action at the beginning or end of each round to either move
Might Guy may close any number of Gates as an action, gaining ranks of Weakened or take an additional Action.
equal to the number of gates opened when he does so 78
KAKASHI HATAKE (PART 1) throw them off their guard. Kakashi is
extremely versatile with advanced
A Jonin from the hidden leaf village. The head of the
proficiencies in all three primary forms
small but influential Hatake Clan. Famed as Kakashi of
of shinobi combat & will not hesitate to
the Sharingan he is one of Konoha's most talented ninja;
exploit an enemy’s weakness towards
regularly looked to for advice and leadership despite his
one they are weakest against.
personal dislike of responsibility.
Kakashi has had an extremely complicated but
DEFENSIVELY
fulfilling career, becoming a Jonin at age 12, becoming When Kakashi has to go on the
an Anbu in his early teens and attaining anbu captain defensive he tends to find escape
soon after. He soon went back to being a jonin and has towards a secluded area and hide while
failed every genin team he took on until team 7,
watching his enemy, studying them to
containing Naruto, Sasuke, and Sakura.
look for an opening. Kakashi will
Former Anbu. Kakashi’s anbu training makes him versatile and adaptable. At the start
A-Rank, Hatake, Iconic Generalist, Elite, Leaf Jonin, Prof + 6
of each of Kakashi’s turns, he can choose to gain one of following effects until the
Level: 11, Tenacity Die: 12
start of his next turn (+2 to attack rolls, +4 to damage rolls, +6 to skill checks).
Armor Class 23 (Reinforced Chunin Jacket), DR 8 Gift From an Old Friend. As a bonus action and by spending 1 tenacity die,
Hit Points 426 Kakashi can reveal his Sharingan, activating it. While active, Kakashi cannot
Chakra Points 426 make ability checks or saving throws at disadvantage.
Speed 70 ft. (Walk/Water/Climb), Initiative +8 White Fang. Kakashi can spend 1 Tenacity Die to activate the Overcharge effect of a
jutsu with the Lightning Release he casts. If the jutsu does not have an Overcharge,
STR DEX CON INT WIS CHA he instead may either reduce the cost or increase the damage of the jutsu, by twice
14 (+2) 17 (+3) 12 (+1) 20 (+5) 13 (+2) 12 (+0) the result.
Saving Throws Str +5, Dex +9, Con +4, Int +8, Wis +8, Cha +6
Skills Acrobatics +12, Illusions +11, History + 14, Insight +11, Investigation +14, Ninjutsu. +11 to hit, (Ninjutsu save DC 20)
Ninshou +14, Perception + 17, Stealth +12, Martial Arts +11 D-Ranks (Cost 5): Earth Style Wall, Fireball, Summoning Technique (Dogs)
Damage Resistances Lightning, Piercing C-Ranks (Cost 9): Chidori, Hiding in Mist Technique, Pressure Shockwave, Shadow Clone
Condition Resistances Grappled, Prone Technique, Terrashield
Condition Immunity Berserk, Dazed, Shocked B-Ranks (Cost 14): Beast Lightning, Explosive Colliding Shockwave
Senses Chakra Sight 30 ft., passive Perception 27 A-Ranks (Cost 20): Lightning Clone
Genjutsu. +8 to hit, (Genjutsu save DC 17)
Amplified Defense (3/Combat). Kakashi can gain an additional reaction. E-Ranks (Cost 2): Release
Cunning Explorer. Kakashi ignores terrain that causes movement penalties, D-Ranks (Cost 5): Cause Fear, Compelled Duel
and can Dash, Disengage, Hide, or Search as a bonus action. C-Ranks (Cost 9): Blur, Mental Barrier
Hard to Hit. While standing and unrestrained, attacks against Kakashi have a - Taijutsu. +9 to hit, (Taijutsu save DC 18)
1d6 penalty to hit so long as he is not adjacent to two or more enemies. D-Ranks (Cost 5): Exorcism, High Monk, Wild Dance
Iconic Determination. Kakashi gains 6 additional Tenacity die. C-Ranks (Cost 9): Early Sacrifice, Grass Palm, Intersection Counter
Kakashi takes one Elite Action at the beginning or end of each round to either move or
take an additional Action.
79
SAKURA HARUNO (KID)
Sakura is a kunoichi of Konohagakure. When assigned to
Team 7, Sakura quickly finds herself ill-prepared for the C-Rank, Elite Supporter, Iconic Non-Clan, Leaf Shinobi, Prof + 5
duties of a shinobi. However, after training under the Level: 8 (25 XP), Tenacity Die 4
Sannin Tsunade, she overcomes this. Kid Sakura has
learned how to maximize her lower-than-average Armor Class 17 (Studded Leather)
statistics to maximize her combat potential. This Sakura Hit Points 172
is based on Kid Sakura’s showings from both the Anime, Chakra Points 218
Manga and all of her Movie showings with her as a kid. Speed 50 ft, Initiative +5
Sakura takes one Elite Action at the end of another creatures turn, once each
round to either move, attack, cast a jutsu or can spend her Elite Action to
80 gain an additional reaction. She regains spent Elite Actions at the beginning
of each of her turns.
CHAPTER 2: THE LAND OF
WIND
81
KURU CLAN
D-Rank, Kuru, Standard, Caster, Shinobi, Prof +3
KURU GENIN Level: 1
82
RYU CLAN
D-Rank, Ryu, Standard, Caster, Shinobi, Prof +3
RYU GENIN Level: 1
83
RYU CHUNIN
SCALING ENEMY C-Rank, Ryu, Standard, Caster, Shinobi, Prof +4
While this enemy is representative of a skilled Ryu Level: 6
capable of passing the Chunin exam, their individual
skill ranges between levels 6-10. The below Adversary Armor Class 16 (Armored Combat Jacket), DR 2
block details a base level 6 Chunin. Hit Points 40
Chakra Points 76
To upscale a Chunin up to 10th Level perform the Speed 30 ft, Initiative +3
following steps at each level.
STR DEX CON INT WIS CHA
• Level 7+. Increase the Chunin’s Hit Points by +5 and
17 (+3) 13 (+1) 17 (+3) 12 (+1) 9 (-1) 9 (-1)
Chakra Points by +11 for each level above 6 th.
• Level 7. The Chunin gains immunity to the condition
Saving Throws Str +6, Dex +4, Con +7, Int +5, Wis +2, Cha +2
associated with their chosen affinity.
Damage Resistance Special
• Level 7. The Chunin proficiency bonus increases by +1.
Condition Resistance Special
This increases their Skills, Saving Throws, Save DCs,
Skills Acrobatics +5, Chakra Control +7, Intimidation +3, Martial Arts
and attack bonuses by +1.
+7, Ninshou +9
• Level 8. The Chunin increases their Str, Con, Wis, and
Senses passive Perception 10
Cha by +1, increasing all relevant skills, AC, Saves,
Save DCs, attack bonuses, and damage modifiers.
Aura: Wrathful Dragon’s Aura (Clan). All creatures who begin
• Level 9. The Chunin gains proficiency in Charisma
their turns within 15ft of you suffers a -1 penalty to their AC
saving throws.
until the end of your next turn.
• Level 9. The Chunin can begin to cast B-Rank jutsu.
• Level 10. The Chunin gains the Elemental Finish trait. Draconic Ancestry (Clan). Select one nature release. You gain
resistance to your chosen release’s damage type
(Water=Cold), resistance to its associated condition, and your
Ryu Hijutsu deal the damage type of your chosen release, if
they deal damage. Visually, your hair and/or eye color
changes to match your release (Earth=Bruised/Brown, Wind=
Bleeding/Emerald, Fire=Burned/Red, Water=Chilled/ Blue,
Lightning=Shocked/Gold). Lastly, your Dragon Claws count as
chakra enhanced and count as dealing the damage of your
chosen affinity’s damage type for the purposes of
overcoming resistance and immunity.
Elemental Finish (Role, Unique) (Level 10+). When you would
target a creature with a jutsu with the Finisher keyword, you
may instead cast a Ryu Hijutsu in place of a Finisher,
increasing its damage die by +3 and ranks of conditions
inflicted by +1 against the affected target.
Volatile Nature Release (General). When you deal the damage
of your chosen nature release, increase the damage die by
1/6th your level, rounded up (+1 Damage Die). Also, you have
advantage on Clash checks when clashing with your chosen
affinity, regardless of the element you are clashing with.
Multiattack 2. The Ryu Chunin can make two attacks with their
Dragon Claws or Katana.
Dragon Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 7 (1d8+3) bludgeoning damage. On a roll of a 18-
20, inflict +1 ranks of your chosen affinity’s associated
condition.
Katana. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8
(1d10+3) slashing damage. Attacks with this Katana have a +1 to
critical threat range and deal +1 damage die on a critical hit.
84
RYU JONIN
SCALING THE RYU JONIN
To upscale a Jonin up to 13th level, perform the following
the following steps at each level.
• Level 11+. Increase the Jonin’s Hit Points by +14 and
Chakra Points by +26 for each level above 10 th.
• Level 12. The Jonin increases their Strength and
Constitution scores by +3. Increase all relevant skills,
AC, Saves, Save DCs, attack bonuses, and damage
modifiers.
• Level 13. The Jonin’s proficiency bonus increases by +1.
This increases their Skills, Saving Throws, Save DCs,
and attack bonuses by +1.
• Level 13. The Jonin can begin to cast A-Rank jutsu.
Volatile Nature Release (General). When you deal the damage of your
chosen nature release, increase the damage die by 1/6 th your level,
B-Rank, Ryu, Elite, Caster, Shinobi, Prof +5 rounded up (+2 Damage Die). Also, you have advantage on Clash
Level: 10, Tenacity Die: 5 checks when clashing with your chosen affinity, regardless of the
element you are clashing with.
Armor Class 19 (Shinobi Battle Armor), DR: 6
Hit Points 154
Chakra Points 286 Dragon’s Rage. The Ryu Jonin can spend its Elite Action and 1 Tenacity Die
Speed 30 ft, Initiative +7 to raise its Draconic Stage by +1 until the end of combat, gaining its
benefits as well as any benefits from a lower stage.
STR DEX CON INT WIS CHA
• Stage 1. +1 bonus to AC. +1 damage die bonus to Dragon Claws.
19 (+4) 15 (+2) 19 (+4) 16 (+3) 10 (+0) 12 (+1)
• Stage 2. Gain a bonus to damage die with Ryu Hijutsu, equal to your
current Draconic Stage.
Saving Throws Str +8, Dex+6, Con +11, Int +10, Wis +4, Cha +8
• Stage 3. +10 bonus to range with your Dragon Claws. Ryu Hijutsu cannot
Damage Resistances Special
be dispelled by jutsu of an equal or lower rank than it was cast at.
Damage Immunities Special
• Stage 4. +1 bonus to AC (+2). +1 damage die bonus to Dragon Claws (+2).
Condition Resistances Special
Condition Immunities Special Caster’s Resilience. Effects that would prevent you from molding chakra,
Skills Acrobatics +7, Chakra Control +9, Intimidation +6, Martial Arts end at the end of each of your turns.
+9, Ninshou +13, Perception +5
Senses passive Perception 15
Ninjutsu. +12 to hit, (Ninjutsu Save DC 20)
Blood of the Dragon (Clan). Select one nature release. You gain D-Ranks (Cost 5): Body Flicker, Dragon Aegis, Dragon Aura, Dragon’s Breath,
immunity to your chosen release’s damage type (Water=Cold), Dragon Vision, Elemental Infusion, Substitution Technique
immunity to its associated condition, and your Ryu Hijutsu C-Ranks (Cost 9): Dragon’s Bomb, Dragon’s Strike
deal the damage type of your chosen release, if they deal B-Ranks (Cost 14): Destructive Wave
damage. You also gain resistance to the damage type and A-Ranks (Cost 20): Draconic Devastation1
condition associated with the nature release that is inferior to Taijutsu. +10 to hit, (Taijutsu Save DC 19)
your chosen affinity. Visually, your hair and/or eye color D-Ranks (Cost 5): 3-Lateral Slash, Brace, Dragging Full Rotation, Wild Dance
changes to match your release (Earth=Bruised/Brown, Wind= C-Ranks (Cost 9): Heaven Cutter, Lion’s Barrage
Bleeding/Emerald, Fire=Burned/Red, Water=Chilled/ Blue, B-Ranks (Cost 14): Leaf Earth Crush, Quick Draw
Lightning=Shocked/Gold). Lastly, your Dragon Claws count as
chakra enhanced and count as dealing the damage of your
chosen affinity’s damage type for the purposes of overcoming Multiattack 3. The Ryu Jonin attacks with their Dragon Claws or Katana.
resistance and immunity. Dragon Claws. Melee Weapon Attack: +12 to hit, reach 5ft., one target.
Potent Casting (Role) (2/Combat). Maximize the damage of a Hit: 13 (2d8+4) bludgeoning damage. On a roll of a 17-20, inflict +1
Ninjutsu you cast. If this jutsu is a Ryu Hijutsu, automatically ranks of your chosen affinity’s associated condition.
inflict 2 ranks of your chosen affinity’s associated condition on Katana. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 9
all affected targets. When you use this trait, you must spend 1 (1d10+4) slashing damage. Attacks with this Katana have a +2 to critical
round not casting Ninjutsu with your Action or Bonus Action to threat range and deal +2 damage die on a critical hit.
become eligible to use this trait again.
Relentless Assault (Clan). When you cast a Ryu Hijutsu or make
an attack with your Dragon Claws or Katana, you can make The Ryu Jonin takes one Elite action at the end of another creatures turn,
two attacks with your Dragon Claws or Katana as a bonus once each round to do one of the following or can spend its Elite Action to
action. These attacks deal an additional 1d10 damage of your gain an additional reaction. They regain spent Elite Actions at the beginning
chosen affinity and cannot be made at disadvantage. of each of its turns.
Attack. The Ryu Jonin can make two attacks, or cast a jutsu of C-Rank or
85
lower.
RYU CLAN FREEFORM
ATTACK/ABILITIES/JUTSU
DRACONIC DEVASTATION
Classification: Freeform Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (120-foot cone)
Duration: Instant
Components: CM
Keyword: Hijutsu, Ninjutsu, Clash
Description: (As part of the requirements for casting this
jutsu, you must be in Draconic Stage 2 or higher).
The Adversary lets out a loud roar like that of a
dragon, causing the ground to shake, clouds to part,
water to rumble, and small wildlife to flee in fear.
Area Ninjutsu Attack: Charisma Saving Throw, reach
90-foot radius, all hostile targets. Success: No effects.
Failure: +1 ranks of Fear, -1d4 penalty to next saving
throw. Critical Failure: +2 ranks of Fear, prone,
disadvantage on next saving throw.
A construct dragon of elemental chakra then appears
around the Adversary, and together they both take a step
forward and unleash a 120-foot cone of elemental
chakra, destroying everything in its path.
Area Ninjutsu Attack: Dexterity Saving Throw, reach
120-foot cone, all targets. Success: Half damage, no
effects. Failure: 12d6 damage, +1 ranks of associated
condition. Critical Failure: Same effects as failure, double
any ranks of conditions gained.
This jutsu deals double damage to structures,
constructs, and objects, and leaves behind difficult
terrain.
86
PUPPET MASTERS
Puppet Masters are classification of Shinobi that use the
Puppeteering fighting style, where the shinobi—the
Puppet Master-- commands one or more puppets using
threads of chakra, known as Chakra Strings.
This technique comes from the Sunakagure (Village
Hidden in the Sand) and was originally created for
entertainment purposes. It was not until the creator of
the Puppet Technique, Monzaemon Chikamatsu, began
to collaborate with Shinobi did this technique evolve as a
combat art form.
The Puppet Master technique is a demanding one, as
not only must one have the prowess to puppeteer their
puppet tools, but they must also exercise precise chakra
control, as controlling a puppet is highly demanding on
one’s chakra and stamina. Due to the difficulty of
mastering this technique, on top of the resources and
craftsmanship required to properly invest in it, the
majority of Puppet Masters are rather lacking in their
fighting ability without their Puppet.
However, when their technique and craftsmanship are
perfectly aligned, Puppet Masters are a true force to be
reckoned with, having multiple tricks up their sleeve and
manning Puppets capable of dealing with multiple
Shinobi at once.
Since its inception in the Sunkagure, the Puppet
Master technique has spread all over the five great
nations, though the majority still reside within the Land
of Wind. This diversification has led to multiple different
variations of the Puppet Master technique being
developed, differentiated by a specific color and title. D-Rank, Standard, Lurker, Puppet Master (Black), Prof +3
The Blue technique, for instance, specializes in the Level: 1
Puppet Master fighting alongside their Puppet, while the
Green technique focuses on using their Puppets as Armor Class 13 (Leather Armor)
conduits for powerful Ninjutsu and Genjutsu. The Red Hit Points 17
technique is adept at using numerous Puppets at once, Chakra Points 18
while the Purple technique sees the Puppet become a suit Speed 55 ft, Initiative +3
of armor for the Puppet Master. The rarest technique,
the White technique, specializes in Puppeteering other STR DEX CON INT WIS CHA
shinobi providing incredibly potent support. Though 8 (-1) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 9 (-1)
many techniques exist, the original technique, the Black
technique, is still the most common, where Puppet Saving Throws Str +0, Dex +5, Con +4, Int +3, Wis +2, Cha +0
Masters coordinate their Puppets from afar and equip Skills Chakra Control +4, Crafting +5, Performance +2,
their Puppets with dozens of mechanical weapons and Perception +4, Stealth +8
poison tools. Senses passive Perception 14
Though many different techniques now exist, all
Puppet Masters swear upon the same oath. To pass on Fledgling Puppeteer (Affiliation). When you or your Puppet
their work to the next generation, so that their work can Tool would deal poison damage, you can give one affected
be preserved forever and continue the tradition. target a -1d4 penalty to their next saving throw before the
end of your next turn.
GENIN PUPPETS Cunning Action (General). The Puppet Master, Genin, can
Dash, Disengage, or Hide as a bonus action.
Rhino Puppet (Ninjutsu/Taijutsu Puppet)
Reaper Puppet (Genjutsu/Bukijutsu Puppet)
Drone Puppet (Support/Utility Puppet)
Ninjutsu. +5 to hit, (Ninjutsu Save DC 13)
PUPPET MASTER, GENIN E-Ranks (Cost 2): Chakra Threads1, Mending2 , Escape Technique,
Firecracker Flash
Puppet Masters feature a diverse selection of D-Ranks (Cost 5): Body Flicker, Substitution Technique
statistics, for both the Puppet Masters themselves and C-Ranks (Cost 9): Shatter
the Puppets they wield.
Puppet Master, Genin, that practice the Black, Blue,
Green, and Red techniques are eligible to take at least Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5ft.,
one Genin Puppet, shown at the end of the Puppet one target. Hit: 1 bludgeoning damage.
Master, Genin section. Kunai. Melee or Ranged Weapon Attack: +4 to hit, reach
Artist Credit: [Link to Source] 5ft/range (30/60ft), one target. Hit: 5 (1d4+2) piercing
damage. As part of making an attack with this Kunai, the
Genin can attach one of their Explosive Tools.
Explosive Tools. The Genin has 2 Poison Tags, 1 Smoke
Bomb, and 1 Paper Bomb, all of Base Quality.
87
Parry. As a reaction, gain a +3 bonus to your AC against melee
attacks until the start of your next turn.
D-Rank, Standard, Striker, Puppet Master (Blue), Prof +3
Level: 1
Ninjutsu. +5 to hit, (Ninjutsu Save DC 13)
Armor Class 14 (Combat Jacket), DR 1 E-Ranks (Cost 2): Chakra Threads1, Mending2 , Escape Technique,
Hit Points 20 Enhanced Resistance
Chakra Points 17 Taijutsu. +5 to hit, (Taijutsu Save DC 13)
Speed 50 ft, Initiative +4 D-Ranks (Cost 5): 3-Lateral Slash, Dragon Fly Dash
C-Ranks (Cost 9): Heaven Cutter
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 12 (+1) 6 (-2) 5 (-3)
Multiattack (Level 5). Make two attacks with your Katana.
Saving Throws Str +4, Dex +6, Con +4, Int +1, Wis +0, Cha -1 Katana. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit. 7
Skills Acrobatics +6, Athletics +4, Chakra Control +5, Crafting +4, (1d8+3) slashing. If you wield this weapon with two hands, its
Martial Arts [Dex] +9 damage die become a 1d10.
Senses passive Perception 8 Battle Spirit (Level 2+) (1/Combat). At the beginning of combat
the Genin enters a deep trance. Both it and its Puppet Tool gain a
Fledgling Warmaster (Affiliation). You gain a +1d4 bonus to +10 bonus to movement speed, +1 AC, and advantage on their
attack rolls while within 5ft. of your Puppet Tool so long next attack roll for the first round of combat.
as it is not restrained.
D-Rank, Standard, Controller, Puppet Master (Green), Prof +3 Ground Shaker (Role). When the Genin or its Puppet Tools cast a
Level: 1 jutsu that creates an area of effect, it can choose to make the
affected area difficult terrain until the end of its next turn.
Armor Class 15 (Chakra Skin [Int])
Hit Points 17
Chakra Points 20 Ninjutsu. +6 to hit, (Ninjutsu Save DC 15)
E-Ranks (Cost 2): Chakra Threads1, Mending2
Speed 30 ft, Initiative +0
D-Ranks (Cost 5): Earthen Entanglement, Earth Flow River
Genjutsu. +5 to hit, (Genjutsu Save DC 14)
STR DEX CON INT WIS CHA
E-Ranks (Cost 2): Feather Burst, Release
5 (-3) 6 (-2) 14 (+2) 16 (+3) 8 (-1) 15 (+2)
D-Ranks (Cost 5): Color Spray, Painful Voice
C-Ranks (Cost 9): Psionics: Dark Pulse!
Saving Throws Str +0, Dex -1, Con +4, Int +6, Wis +1, Cha +4
Skills Chakra Control +8, Crafting +6, Illusions [Cha] +5, Insight
+2, Ninshou +6, Persuasion +5 Unarmed Strike. Melee Weapon Attack: +0 to hit, reach 5ft., one
Senses passive Perception 9 target. Hit. 1 bludgeoning damage.
Crippling Casting (Level 2+) (1/Combat). When the Genin or its
Fledgling Marionettist (Affiliation). The Genin increases its
Puppet Tools cast a jutsu that imposes a saving throw, the Genin
maximum jutsu known by half its proficiency bonus,
can choose to cripple any targets that fail, preventing them from
rounded up (+2). It also may choose which targets are
using jutsu with the M component until the end of their next turn.
Saving Throws Str -2, Dex +3, Con +3, Int +3, Wis +3, Cha +4 Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5ft., one
Skills Chakra Control +8, Crafting +8, Deception +7, Investigation target. Hit. 1 bludgeoning damage.
+8, Perception +8, Performance +10 Evasive Dance (Level 2+) (1/Combat). As a bonus action, The Genin
Senses passive Perception 18 commands all of their Puppets to take an elegant defensive
stance until the start of their next turn, spending their Puppet’s
Fledgling Performer (Affiliation). The Genin gains two reactions. All attacks against your Puppets have disadvantage,
Puppet Tools, as opposed to one, commanding both with your Puppets have advantage on Dexterity saving throws, and
the same action, once per round. Both Puppets have half hostile creatures who enter or start their turns within 15ft. of
as many hit points but begin each combat with thrice the your Puppet Tools must succeed a DC 14 Charisma saving throw
Genin’s proficiency bonus in temporary hit points (+9). or become Charmed against you and your Puppets.
88
D-Rank, Standard, Defender, Puppet Master (Purple), Prof +3 D-Rank, Standard, Supporter, Puppet Master (White), Prof +3
Level: 1 Level: 1
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 9 (-1) 6 (-2) 12 (+1) 14 (+2) 16 (+3) 16 (+3) 9 (-1)
Saving Throws Str +6, Dex +3, Con +6, Int +4, Wis +2, Cha +1 Saving Throws Str -2, Dex +4, Con +2, Int +3, Wis +3, Cha +2
Condition Resistance Blinded, Dazzled Skills Chakra Control +8, Illusions +6, Perception +6,
Skills Athletics +6, Crafting +5, Intimidation +2, Perception +6, Persuasion +2, Stealth +5
Martial Arts +6 Senses Passive Perception 16
Senses Passive Perception 16, Darkvision 30ft.
Fledgling Weaver (Affiliation). As part of rolling initiative, the
Fledgling Juggernaut (Affiliation). The Genin wears specially Genin attaches its chakra strings to an ally within 30 ft.
designed Puppet Armor. Gain a +1d4 bonus to Strength While attached, the Genin can use your Action or Bonus
checks and advantage on checks that revolve around sight. Action to command its ally to move and take an Action they
Chakra Weapons (General). The Genin increases the attack are able to take. The Genin can cause any jutsu it casts to
and damage rolls of its weapons by 1/6 th its level, rounded originate and/or effect the creature they are attached to.
up (+1) (already added). Tactical Focus (Role). The Genin makes its initiative check at
Armorer’s Eye (Affiliation) (Level 2+). As a bonus action, the disadvantage. This causes its allies to add a +1d8 to their
initiative rolls.
Genin makes a Perception check against the AC of a target it
can see. On a success, its next attack roll gains advantage Aura: Defensive (Role) (Level 2+). Allies within 30 feet of the
and ignores bonuses to AC as the result of jutsu, features, or Genin can take the Dodge action as a bonus action.
traits cast within the current round.
89
90
BEYOND THE 5 GREAT
NATIONS C-Rank, Non-Clan, Standard, Striker, Samurai, Prof +4
Level: 5
JIZAMURAI Saving Throws Str +6, Dex +3, Con +6, Int +1, Wis +1, Cha +0
The Jizamurai are to the Samurai what the Chunin is to Skills Athletics +7, Chakra Control +7, Insight +4
the Jonin. Wearing lighter armor, these Samurai-in- Senses passive Perception 10
training are still a force to be reckoned with.
Flak Jacket. The Jizamurai has disadvantage on Stealth checks.
USING JIZAMURAI (AT LEVEL 5) Limitless Potential. Twice per encounter, when the Jizamurai
On the first round of combat, the Jizamurai cast Chakra
makes an attack roll, check, or saving throw, they can add an
Sabre on its Katana and then cast Afterglow. If it doesn’t
additional 1d8 to the roll.
care about spending chakra, it can spend the rest of their
turns casting Flying Swallow: Cross Cut as an action, and Never Back Down. When the Jizamurai sees an allied creature fall
then again (using Front Beheading) as a bonus action. to 0 hit points, they can use their reaction to gain advantage
Otherwise, it can cast 1-Strike Slash or take the attack on attack rolls and dexterity saves until the end of their next
turn.
action.
Artist Credit: [Link to Source] Revenge. The Jizamurai deals additional damage equal to their
level (+5) against any creature that has dealt damage to it within
the past round.
Versatile Weapon Expert. The Jizamurai has a +1 bonus to attack
and damage rolls with its Katana.
• For every level above 5th, increase Hit Points by +8 and Chakra by +8.
• At 6th level, the Jizamurai replaces its flak jacket with a Battle Armor, gaining +1
to AC.
• At 7th level, the Jizamurai’s Proficiency increases by +1 (This increases their Skill
bonuses, Saving Throws, Save DCs, and bonuses to hit by +1).
• At 8th level, the Jizamurai is now proficient in Wisdom saving throws.
• At 8th level, the Jizamurai increases their Strength, Dexterity, and Constitution
scores by +1.
• At 9th level, the Jizamurai gains the Combo Vault B-Rank Bukijutsu.
91
SAMURAI RONIN
The Ronin are Samurai that have left their code of
B-Rank, Non-Clan Standard, Striker, Samurai, Prof +5
honor and now work as hired blades, with a dark pass
and a darker future, they adopt a more aggressive style
Level: 8
of combat that sacrifices defense for stronger attacks.
Armor Class 23 (Ronin Armor)
USING THE RONIN Hit Points 86
The Ronin tries to trigger Dishonorable. At the start of Chakra Points 64
combat, the Ronin cast Chakra Sabre and then Afterglow, Speed 30 ft, Initiative +4
afterwards it uses either Afterglow into Falling Blade, or
Nobunaga's Courage into Afterglow, depending on enemy STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 18 (+4) 10 (+0) 10 (+0) 9 (-1)
composition (the former on casters, the later on
martials). It can also use Nobunaga's Rage if it cannot use
its bonus action, use Nobunaga's Courage if it or an ally Saving Throws Str +11, Dex +2, Con +9, Int +1, Wis +1, Cha +2
falls under charm, daze or fear. Skills Athletics +11, Chakra Control +9, Insight +5
Starting at level 9, the Ronin instead changes its Senses passive Perception 10
normal tactic to using Combo Vault (aiming for the target
with the least AC) and then casting Quick Draw on a hit, Brave (Level 10+). The Ronin has advantage on saving throws
or casting Afterglow if there was no hit. against being frightened. The Ronin also gains advantage on
Artist Credit: [Link to Source] attacks against frightened targets.
Cleave (Level 12+). The Ronin can attack two adjacent targets
that are within reach, dealing full damage to each creature.
Dishonorable. The Ronin deals an additional 2 dice of damage
against creatures suffering from any condition.
Reckless. At the start of the Ronin’s turn, they can gain
advantage on all melee attacks for the duration of that turn.
However, all attacks against them have advantage until the
start of their next turn.
Revenge. The Ronin deals an additional 2 dice of damage against
any creature that has dealt damage to them within the past
round.
• For every level above 9th, increase Hit Points by +10 and Chakra by +9.
• At 10th level, the Ronin gains access to the Brave feature.
• At 10th level, the Ronin’s Proficiency increases by +1 (This increases their Skill
bonuses, Saving Throws, Save DCs, and bonuses to hit by +1).
• At 11th level, the Ronin increases their Strength, and Constitution scores by +2.
• At 12th level, the Ronin increases their Strength by +2 and gains the Cleave
feature.
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WOKOU (PIRATE)
The Wokou are Ronin that left their life of honor and
land to become warriors of plunder and the high seas. B-Rank, Non-Clan, Standard, Controller, Samurai, Prof +5
They sacrificed their mastery over the blade to also Level: 8
become adept Water Release users.
Armor Class 21 (Flak Jacket), DR 5 (B/P/S damage only)
USING THE WOKOU Hit Points 71
The Wokou tries to trigger dishonorable as often as Chakra Points 104
possible. On the first turn, cast Water Clone and create Speed 30 ft (Walk/Swim Speed), Initiative +3
two clones, both clones use Dolphin Break on different
targets. On the following turns it can cast Dolphin break STR DEX CON INT WIS CHA
to give chilled ranks, Water Bullet to attack at a distance, 12 (+1) 16 (+3) 18 (+4) 20 (+5) 9 (-1) 9 (-1)
or Water Cutting Sword to attack in melee. If one target
fails their save against chilled, the Wokou then tries to Saving Throws Str +2, Dex +8, Con +6, Int +10, Wis +1, Cha +4
hit the greatest number of attacks on that target. Skills Athletics +6, Chakra Control +9, Survival +4, Performance +4
Artist Credit: [Link to Source] Senses passive Perception 10
93
RIDER: YABUSAME (MOUNTED
ARCHER)
B-Rank, Large Non-Clan, Standard, Lurker, Samurai, Prof +6
Level: 11
The Samurai of ancient tradition preferred the mastery
of bow and horse over the blade, some Samurai keep this Armor Class 20 (Leather Armor)
tradition alive, and other mix the old and the new to Hit Points 96
create their own fighting style. Chakra Points 144
Those Samurai that practice the Ancient Tradition of Speed 60 ft, Initiative +8
Horse Archery are known as Yabusame; they use hit-
and-run tactics to defeat their enemies at a distance. STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
USING THE YABUSAME
The Yabusame tries to stay constantly on the move, Saving Throws Str +8, Dex +11, Con +7, Int +3, Wis +7, Cha +3
fighting from afar, the Yabusame uses Multishot Bow and Skills Acrobatics +11, Chakra Control +10, Insight +7, Perception +7,
then Cypress Impact to maintain the current distance. If Stealth +14
the enemy gets close, the Yabusame uses either Afterglow
Senses passive Perception 17
or the dash action to get as far as it can from the enemy.
Artist Credit: [Link to Source]
Agile. The Yabusame has advantage on Dexterity saving throws.
Brave. The Yabusame has advantage on saving throws against
being frightened. The Yabusame also gains advantage on
attacks against frightened targets.
Light-Footed. The Yabusame can Disengage or Dash as a bonus
action. When an enemy moves adjacent to you, you can
spend your reaction to move away up to half your speed.
One with the Shadows. The Yabusame can take the Hide action
as a bonus action and can do so even when behind partial
cover or while lightly obscured. While hidden, hostile
creatures cannot detect the Yabusame with passive
perception (unless utilizing a jutsu with the Sensory keyword
or an ability that requires chakra that boosts passive
perception).
Sneak Attack. Once per turn, the Yabusame deals an extra Xd8 of
damage when it hits a target with an attack that has advantage,
or when the target is within 5 feet of another ally (so long as the
attack does not have disadvantage). X = half the Yabusame’s
level. (5d8).
94
RIDER: YARI
The Samurai of ancient tradition preferred the mastery B-Rank, Large Non-Clan, Standard, Generalist, Samurai, Prof +6
of bow and horse over the blade, some Samurai keep this Level: 11
tradition alive, and other mix the old and the new to
create their own fighting style. Armor Class 21 (Samurai Armor), DR 10 (B/P/S damage only)
Preferring to get up close to fight, but returning before Hit Points 120
the enemy can respond, this Samurai and their Horse Chakra Points 120
charge into combat to deliver powerful blows. Speed 60 ft, Initiative +5
USING THE YARI RIDER STR DEX CON INT WIS CHA
Yari riders prefer to fight lone enemies. The Yari rider 20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
Starts combat by casting Nobunaga's Courage and then
tries to use the charge trait to hit an enemy with Saving Throws Str +11, Dex +8, Con +10, Int +3, Wis +4, Cha +4
Afterglow. Skills Acrobatics +13, Athletics +14, Insight +10, Martial Arts +14
Afterwards, it charges again with either Crescent Moon Senses passive Perception 11
Penetration or Nobunaga's Courage, to then get away with
afterglow, or charges with Afterglow, to finish the enemy Agile. The Yari Rider has advantage on Dexterity saving throws.
with Murderous Stabbing Link.
Always on the Move. The Yari Rider is always under the effects
Artist Credit: [Link to Source]
of the Disengage action. As a reaction to an enemy moving
adjacent to it, the Yari Rider may make a melee weapon
attack and move away up to half their speed.
Brave. The Yari Rider has advantage on saving throws against
being frightened. The Yari Rider also gains advantage on
attacks against frightened targets.
Charger. If you moved more than half your maximum movement in
a straight line towards your target, make your melee attack roll
with advantage. On a hit, you knock your target prone in
addition to any other effect.
Explorer. The Yari Rider gains a +20 bonus to movement speed
(already added), can climb, water, and wall walker without
any movement penalty and ignores difficult terrain and
terrain that imposes movement penalties.
95
RIDER: NAGINATA A-Rank, Large Non-Clan, Standard, Striker, Samurai, Prof +7
The Samurai of ancient tradition preferred the mastery
Level: 13
of bow and horse over the blade, some Samurai keep this
tradition alive, and other mix the old and the new to Armor Class 24 (Samurai Armor), DR 10 (B/P/S damage only)
create their own fighting style. Hit Points 137
Unlike the Yari Rider, the Naginata Rider prefers to get Chakra Points 103
up and close with the enemy, surrounding itself to Speed 60 ft, Initiative +5
deliver as many blows to as many opponents as possible.
The Horse that a Naginata uses is a specialized Warhorse (The statblock for
which, can be found in the Animals section). You do not need to factor in the
Warhorse’s statistics when using the Naginata in combat, as it designed to be used
without it.
When a Naginata dies, typically the Warhorse they use will either die with them or
run off upon their rider’s death. If by some chance the party can capture and/or
tame one of their horses, they use the statblock of the Warhorse as normal with the
following bonus trait;
• Bonus Trait: Shattering Speed. The Horse (Warhorse) can cast the Wind Friction
Shatter jutsu on both itself and its rider, without Hand Signs, by spending all its
chakra.
96
SPECIAL UNIT: RED DEVILS
B-Rank, Non-Clan, Standard, Striker, Samurai, Prof +6
Special Units are classified as special due to the
Level: 10
exemplary strength they possess and/or the innovations
that they bring to the shinobi-less domain of the
Armor Class 25 (Ronin Armor), DR 8 (B/P/S damage only)
Samurai. They are beyond what the average Samurai can
Hit Points 128
do in terms of power, ability, and technique. They are
Chakra Points 86
not commonly seen, being reserved primarily for
Speed 50 ft, Initiative +5
specific events or high-level assignments.
The Red Devils are an elite unit of Samurai from the
STR DEX CON INT WIS CHA
Land of Iron. Known for their ferocity, the Red Devils are 20 (+5) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
identified by their use of Shock and Awe tactics and their
Fire Release Bukijutsu, their refusal to go down without
Saving Throws Str +10, Dex+7, Con +6, Int +2, Wis +3, Cha +3
taking an enemy with them, and their distinctive red
Damage Resistance Fire
armor.
Condition Immunities Charmed, Fear/Demoralized
USING THE RED DEVILS Skills Athletics +11, Intimidation +7, Martial Arts +11
Senses passive Perception 11
The Red Devils fight with reckless abandon, trying to
cause as much damage as possible. Breath of Flame:
Unknowing into Breath of Flame: Rengoku to cause a great Beyond Honor. When killed or reduced to 0 Hit Points, the Red
amount of damage in an area. Devil does not fall instantly, instead it can move up to its
If there are multiple Red Devils on the battlefield, one speed and take one action. This action can be a weapon
part of them cast Crippling Strike while the others use attack, dealing maximum damage on a hit, or casting a
their attack action and Afterglow on the prone targets. Bukijutsu, which is treated as a finisher.
Jutsu of War. Each time the Red Devil casts a Jutsu, it can make
Artist Credit: [Link to Source] an additional weapon attack as a part of the same action
used to cast the jutsu. Red Devils may only make one attack
with the Shimazu Musket this way, once per turn.
Heavy Weapon Expert. While wielding a weapon with the heavy
weapon property, add 2d4 to all damage rolls made with the
weapon. (Already Added)
Rampage (Recharge 5-6). When a Red Devil reduces a target to 0
hit points with a melee attack on its turn, gain an additional
action which must be spent to perform the same melee attack,
jutsu, feature or trait against the next closest hostile creature.
Traditional/Modern. Each Red Devil trains using similar methods,
but some choose to focus on tradition while others choose to
focus on innovation. Choose between a Longbow or Shimazu
Musket. The Red Devil gains the chosen weapon and loses the
other.
97
SPECIAL UNIT: I.S.O.G SAMURAI
A-Rank, Non-Clan, Standard, Controller, Samurai, Prof +6
Special Units are classified as special due to the
Level: 12
exemplary strength they possess and/or the innovations
that they bring to the shinobi-less domain of the
Armor Class 23 (Leather Armor)
Samurai. They are beyond what the average Samurai can
Hit Points 112
do in terms of power, ability, and technique. They are
Chakra Points 150
not commonly seen, being reserved primarily for
Speed 60 ft, Initiative +8
specific events or high-level assignments.
The I.S.O.G (Iron Shinobi Operations Group) are
STR DEX CON INT WIS CHA
specialized Samurai tasked with hunting down shinobi 12 (+1) 22 (+6) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
that enter the Land of Iron for nefarious reasons.
Originally Shinsengumi (New Select Brigade), it was
Saving Throws Str +8, Dex +13, Con +7, Int +7, Wis +7, Cha +3
deemed necessary to assign exemplary police from the
Damage Resistance Special
Land of Iron to create this new group to ensure that
Skills Acrobatics +12, Chakra Control +10, Perception +9, Illusions
safety and security of the Land of Iron’s residents and its
+9, Martial Arts +12
Taisho. I.S.O.G Samurai are trained to counter different
Senses passive Perception 19
types of jutsu and have learned how to utilize elemental
chakra. The I.S.O.G can be recognized by their cyan and
Brave. The I.S.O.G Samurai has advantage on saving throws
white haori.
against being frightened. The Shinsengumi also gains
USING THE I.S.O.G SAMURAI advantage on attacks against fear targets.
The I.S.O.G Samurai Battle Strategy varies based on their Crippling Strike. Creatures who fail a saving throw as a result of
opponent. They almost always start with Chakra Sabre, a jutsu the I.S.O.G Samurai cast, are temporarily crippled,
but they can also open by using 3-lateral slash to disarm being unable to cast jutsu with the Mobility (M) component
opponents if it is deemed more pressing, after that, it is until the end of their next turn.
a reactive warrior that will either attempt to use Ninja
Elemental Focus. Select one Nature Release. The I.S.O.G
Slayer on ninjutsu and Genjutsu users, Crippling Strike on
Taijutsu and Bukijutsu users, or Stance Break on anyone Samurai gain one D-Rank and one B-Rank Bukijutsu with the
if it seems like the enemy cannot defeat it on a clash. chosen release’s keyword, and they gain resistance to the
chosen release’s damage type (Water=Cold).
Artist Credit: [Link to Source] Ninja Slayer. As a reaction to a creature making hand signs, the
I.S.O.G Samurai can move up to its speed and make a melee
weapon attack, dealing its weapon’s damage and negating
the jutsu on a hit.
Stance Break. The I.S.O.G Samurai can use its reaction to initiate
a Clash with a creatures jutsu, by casting a jutsu it knows
with a cast time of 1 action. Additionally, the triggering
creature rolls at disadvantage.
98
SPECIAL UNIT: ONNA-BUSHI
Special Units are classified as special due to the A-Rank, Non-Clan, Standard, Defender, Samurai, Prof +7
exemplary strength they possess and/or the innovations Level: 13
that they bring to the shinobi-less domain of the
Samurai. They are beyond what the average Samurai can Armor Class 23 (Samurai Armor)
do in terms of power, ability, and technique. They are Hit Points 112
not commonly seen, being reserved primarily for Chakra Points 150
specific events or high-level assignments. Speed 60 ft, Initiative +8
The Onna-Bushi is an all-women force, originally
created as the personal bodyguards of a female taisho, STR DEX CON INT WIS CHA
they currently serve as the protector of the highest- 22 (+6) 14 (+2) 17 (+3) 10 (+0) 18 (+4) 9 (-1)
ranked women in the army of the land of iron. Onna-
Bushi are known for their use of Polearms and their Saving Throws Str +13, Dex+9, Con +6, Int +3, Wis +11, Cha +6
force of will. Like the I.S.O.G Samurai, the Onna-Bushi Damage Resistance Bludgeoning, Piercing, Slashing, Psychic
are trained to counter hostile shinobi forces that enter Skills Athletics +13, Intimidation+7, Insight +11, Persuasion +7,
the Land of Iron in addition to the nation’s usual Perception +11
conflicts, however, unlike the I.S.O.G Samurai the Onna- Senses passive Perception 21
Bushi are specialized in using Genjutsu techniques to
deal with their opponents. Don’t Look Away. As a Bonus action, you can mark one creature
you see in initiative. A marked target has -1d6 penalty to any
USING THE ONNA-BUSHI attack roll that doesn't include you. You can have one active
The Onna-Bushi are protectors of important people, mark at a time, and marks don't stack.
they will use Polearm Weapon Mastery and Don't Look
Away to maintain themselves on the radar of their Guardian. When you would cast a jutsu that would reduce
enemies, they can also use Hypnotic Pattern or Dance damage, increase your or an allied creatures AC, or provide
Performance: Groove to keep the target distracted. temporary hit points, All allies within 15ft of you gain the
Once the target is concentrated on them or not benefit of the jutsu cast. They maintain the benefit of the
concentrated at all, they can use Ichimonji and Mind jutsu for the same duration you benefit from it.
Thrust to whittle down the enemy. Polearm Weapon Mastery. When you hit with a weapon attack
Artist Credit: [Link to Source] using a weapon with the reach property, the affected
creature must make a strength saving throw, having its speed
reduced to 0 on a failed save.
Unshakable. The Onna-Bushi has advantage on saving throws
against being charmed or frightened. The Onna-bushi also
gains advantage on attacks against charmed or frightened
targets.
Weapon Expert. When the Onna-Bushi deals their weapon’s
damage, they deal additional damage equal to half their level
(already added).
99
SPECIAL UNIT: KOGASHIRA
(JUNIOR CAPTAIN) A-Rank, Non-Clan, Standard, Defender, Samurai, Prof +7
Special Units are classified as special due to the Level: 14
exemplary strength they possess and/or the innovations
that they bring to the shinobi-less domain of the Armor Class 25 (Samurai Armor), DR 10 (B/P/S damage only)
Samurai. They are beyond what the average Samurai can Hit Points 249
do in terms of power, ability, and technique. They are Chakra Points 142
not commonly seen, being reserved primarily for Speed 40 ft, Initiative +6
specific events or high-level assignments.
The Kogashira are Veteran I.S.O.G Samurai and Onna- STR DEX CON INT WIS CHA
Bushi that have proven their worth on the battlefield, 22 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 10 (+0)
they now work as guards of the Taisho and lords of the
castles that defend the Land of Iron. Saving Throws Str +13, Dex +5, Con +12, Int +3, Wis +8, Cha +3
Condition Immunities Charmed, Fear/Demoralized
USING THE KOGASHIRA Damage Resistance Bludgeoning, Piercing, Slashing, Special
The Kogashira will relentlessly fight, trusting their Skills Martial Arts +14, Athletics +14, Acrobatics +10, Insight +9,
reactions and armor to keep them alive. On their first Survival +9
turn, the Kogashira cast Ichimonji, followed by either Senses passive Perception 11
their Savage Flurry trait or Combo Vault, afterwards it cast
Shadow Rush, followed by Fatal Blow (Single Target), Critical Defense. Critical hits made against the Kumigashira
Quick Draw (Target on front), or Dance Performance: Third
count as normal hits unless it is already bloodied.
Step (Surrounded).
Elemental Defense. The Kumigashira is resistant to Earth, Wind,
Artist Credit: [Link to Source] Fire, Water, or Lightning damage (Pick one)
Honorable. While the Kumigashira is engaged with a hostile
creature, and the Kumigashira and its allies are not
outnumbering their enemies, adds 1d4 to its Melee weapon
attacks made with its Katana.
Iron Fortress. The first instance of damage the Kogashira takes
per turn is reduced by its level (14). This trait can temporarily
be deactivated if the Kogashira is disarmed of one of its
swords and is recovered if its wields both its swords again.
One with the Blade. Weapon Attacks made by the Kumigashira
ignore resistance and treat immunity as resistance.
Seen it All. The Kumigashira becomes immune to the fear and
charmed condition, it is immune to any effect that would
alter its mind or will.
100
SPECIAL UNIT: KUMIGASHIRA
(CAPTAIN) A-Rank, Non-Clan, Standard, Generalist, Samurai, Prof +7
Special Units are classified as special due to the Level: 15
exemplary strength they possess and/or the innovations
that they bring to the shinobi-less domain of the Armor Class 25 (Samurai Armor), DR 10 (B/P/S damage only)
Samurai. They are beyond what the average Samurai can Hit Points 190
do in terms of power, ability, and technique. They are Chakra Points 190
not commonly seen, being reserved primarily for Speed 30 ft, Initiative +6
specific events or high-level assignments.
Kumigashira are the elite of the elite. They are both STR DEX CON INT WIS CHA
the highest ranked and the most powerful Samurai in the 24 (+7) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 10 (+0)
Land of Iron, only being surpassed by the Taisho itself.
They have received training from all divisions of Saving Throws Str +14, Dex +10, Con +12, Int +4, Wis +9, Cha +3
Samurai and Special Units within the Land of Iron, Condition Immunities Charmed, Fear/Demoralized
making them especially skilled at dealing with many Damage Resistance Bludgeoning, Piercing, Slashing, Special
kinds of situations. The Kumigashira can be found Skills Martial Arts +17, Athletics +17, Acrobatics +13, Insight +12,
leading the armies of the Land of Iron. Survival +12
Senses passive Perception 12
USING THE KUMIGASHIRA
The Kumigashira has a very varied repertoire of options, Critical Fury. The Kumigashira gain a +1 bonus to critical threat
using the most effective jutsu requires knowing what range for all attacks.
each of them is for. For single combat, it can cast Shadow
Elemental Defense. The Kumigashira is resistant to Earth, Wind,
Rush, and then using an upcasted Falling Blade if the
Fire, Water, or Lightning damage (Pick one)
target fails their saving throw and finishing with
Crescent Moon Dance. For multiple targets, the One with the Blade. Weapon Attacks made by the Kumigashira
Kumigashira can either use Judgement Cut and Afterglow, ignore resistance and treat immunity as resistance.
or Combo Vault and Quick Draw depending on the
Relentless. The first time you fall to 0 hit points after a long
enemy's position and saves.
rest, you are instead reduced to 1 hit point.
Artist Credit: [Link to Source] Seen it All. The Kumigashira becomes immune to the fear and
charmed condition, it is immune to any effect that would
alter its mind or will.
Tough as Nails. Twice per encounter, the Kumigashira can end
all ranks of any one condition affecting it as a bonus action.
Master Shinobi Slayer. When a hostile creature would attempt
to cast a Ninjutsu/Genjutsu with or without handsigns while
within 15ft. of a Kumigashira, as a reaction, it may move up
to 15 feet towards the creature and make a melee weapon
attack at advantage. On a hit, the target must succeed a DC
23 Constitution saving throw or lose the attempted jutsu and
waste the chakra.
101
MIFUNE Use Mifune’s Bukijutsu such as Combo Vault, Falling
Blade, and Sakura Twister to severely damage and
Creator: Optimal Style
cripple his opponents. Also use Fatal Instincts to ensure
Mifune is the Taisho (General) of the neutral Land of
Mifune a high initiative. If facing multiple enemies alone
Iron and is often the moderator for the Five Great
Nations in times of conflict. Mifune is an exceptional and/or information is scarce, utilize Mifune’s Bukijutsu
samurai warrior that many would consider on the level such as Afterglow, Whirlwind Strike, and Shockwave
of Kage despite the Land of Iron bearing no shinobi. He is Slash to deal with the crowd.
an incredibly effective and capable leader, able to Finally, if the situation is dire for Mifune, fall to
anticipate and counter the tactics of his enemies on the Mifune’s concentration Bukijutsu such as Shinobi Cross
fly. to prepare to fight the ultimate battle.
Iron Pierce. Mifune ignores all temporary hit points when he deals damage
with his weapon or a Bukijutsu, once per turn.
S-Rank, Iconic Striker, Solo (4), Land of Iron Samurai, Prof + 7 Iron Will. When Mifune casts a Bukijutsu, he can Overpower it by spending 4
Level: 15, Tenacity Die: 15 Tenacity Die, adding the Tenacity Die to the damage dealt and imposing a
1d4 penalty on creatures who making a saving throw against the jutsu. If the
Armor Class 27 (Samurai Battle Armor), DR 10 jutsu scores a critical hit, increase the damage dealt by 1 step.
Hit Points 1325
Chakra Points 1150
Speed 70 ft., Initiative +10 Bukijutsu. +16 to hit, (Taijutsu save DC 24)
D-Ranks (Cost 5): Weapon Break, Weapon Deflect
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Afterglow, Augmented Lethality, Brutal Block, Crescent Moon
24 (+7) 16 (+3) 20 (+5) 13 (+1) 17 (+3) 12 (+1)
Beheading, Dancing Blade Risk, Falling Blade, Shockwave Slash
B-Ranks (Cost 14): Counter-Strike, Combo Vault, Hazy Night, Ichimonji, Whirlwind
Saving Throws Str +14, Dex +10, Con +12, Int +4, Wis +7, Cha +4 Strike, Quick Draw
Skills Athletics +14, Chakra Control +12, History +8, Insight +10, Martial Arts +21, A-Ranks (Cost 20): Crescent Moon Dance, Elemental Backlash, Fatal Instincts,
Perception +10 Projected Force, Reversal, Sakura Twister, Shinobi Cross
Condition Resistances Grappled, Restrained, Incapacitated, Stunned
Condition Immunities Dazed, Berserk, Charmed, Frightened
Senses passive Perception 20 Multiattack 4. Mifune can make four attacks with his Kurosawa.
Kurosawa. Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Absolute Inscription. When Mifune becomes bloodied, he enters an Hit: 23 (2d12+10) slashing damage. This katana scores a critical hit on a 17-
awakened state. His senses heighten, his blood boils, as his weapons 20. On a critical hit, the target gains 1 rank of Lacerated.
become flushed with chakra. Until the end of combat, Mifune’s maximum
Savage Flurry. As a bonus action, Mifune makes two attacks with his
hit points are halved, his movement speed is doubled, his weapon’s
Kurosawa.
damage is doubled, and he gains an extra reaction per round.
Shinobi Counter. As a reaction to seeing a creature within 30 feet making Hand
Critical Defense. Critical hits against Mifune are treated as normal hits
Signs, Mifune may move up to half his movement speed and make one
unless he is bloodied (under 50% hit points).
attack with his Kurosawa, causing the target’s jutsu to fail and chakra to be
Honorable. When Mifune engages a hostile creature, he can choose to mark wasted in an addition to the attack’s normal effects on a hit.
them, granting him a +1d4 bonus to attack and damage rolls against this
creature. Mifune can mark only one creature at a time.
Iconic Focus. Mifune cannot lose concentration as the result of damage. Mifune can take an Elite Action, at the end of another creatures turn, a number
Seasoned Samurai. Mifune gains a +1 bonus to attack and +3 to damage of times equal to the number of hostile creatures in initiative, minus 1, per
rolls with his Kurosawa and Bukijutsu (already added). Additionally, if round to do one of the following or can spend his Elite Action to gain an
Mifune used a Combo on his previous turn, he can cast a Bukijutsu additional reaction. He regains spent Elite Actions at the beginning of each of
Finisher, as a Finisher, without needing a new Combo. his turns.
Attack. Mifune makes two attacks with his Kurosawa or Casts a Jutsu of B-Rank
or lower.
Iron Strike. Mifune ignores up to 10 damage reduction when damaging a
Move. Mifune can move his full movement.
creature with his weapon or a Bukijutsu, once per turn. 102
THE LAND OF SNOW D-Rank, Non-Clan, Standard, Generalist, Land of Snow, Prof +3
Level: 1
Creator: Scrub
First introduced in the Naruto Movie, Naruto the Movie:
Armor Class 15 (Padded Leather)
Ninja Clash in the Land of Snow! and later expanded upon
Hit Points 16
the Hiden Novel series, the Land of Snow (雪の国, Yuki no
Chakra Points 16
Kuni) is a nation located far north of the Land of Fire,
Speed 30 ft, Initiative +5
known for its everlasting winter climate.
The Land of Snow was known for being highly dated
STR DEX CON INT WIS CHA
regarding its industry and military, with a majority of 11 (+0) 13 (+1) 15 (+2) 14 (+2) 9 (-1) 9 (-1)
the architecture tracing back to Warring States Era and
the soldiers of the land primarily using conventional
Saving Throws Str +2, Dex +4, Con +5, Int +3, Wis +1, Cha +2
weapons and samurai technique, though not the level of
Damage Resistance Cold
success or expertise of the Land of Iron.
Condition Resistance Chilled
In recent times, however, clever partnerships have
Skills Crafting +8, Ninshou +8, Perception +5, Stealth +7, Survival +5
allowed the Land of Snow to modernize at an astounding
Senses passive Perception 15
rate eclipsing other nations. Modern industries such as
railroads, airships, snow mobiles, are a common sight to
Fight Another Day (General). When an ally falls to 0 hit points
see in the Land of Snow. Its shinobi have also improved,
or dies, the Snow Genin can dash away from combat as a
sporting advanced technology which enables them to
reaction, gaining a +30ft to movement speed.
better use the snowy environment to their advantage
and deal with Ninjutsu and Genjutsu without any use of Limitless Potential (General) (2/Combat) (Level 3+). When the
jutsu themselves. Snow Genin makes an attack roll, check, or saving throw, it can
There have been discussions within the Land of Snow add a +1d8.
to develop a powerful heat generator to bring an end to Snow Explorer (Affiliation, Unique). The Snow Genin ignores
constant winter climate, allowing for more agriculture difficult terrain. While in Snow, it can also Dash or Disengage as a
and ease of expansion. If this plan is ever brought to bonus action.
fruition, the Land of Snow plans on renaming to the Winter Camouflage (Affiliation, Unique). The Snow Genin gains
Land of Spring (春の国, Haru no Kuni) a +1d6 to checks made to Hide while in snowy or icy terrain.
AT HIGHER LEVELS
To upscale a Snow Genin up to 6th level, perform the following the following
steps at each level.
• Level 2+. Increase the Snow Genin’s Hit Points by +8 and Chakra Points by +8 for
each level above 1st.
• Level 3+. The Snow Genin gains access to Limitless Potential.
• Level 4+. The Snow Genin increases their Intelligence and Constitution by +2.
Increase all relevant skills, AC, attack bonuses, Save DCs, and damage modifiers.
• Level 4+. The Snow Genin’s proficiency bonus increases by +1. Increase their AC,
Skills, Saving Throws, Save DCs, and attack bonuses by +1.
• Level 5+. The Snow Genin may use their Prototype Kunai Launcher an
103 additional time per combat. The Snow Genin also gains the Multiattack 2 Action.
LAND OF SNOW SHINOBI, CHUNIN C-Rank, Non-Clan, Standard, Generalist, Land of Snow, Prof +4
Chunin of the Land of Snow are more advanced and well
Level: 6
equipped than the Snow Genin. They have proven
themselves to be able to stand their ground and thus
Armor Class 16 (Reinforced Chunin Jacket), DR 4
have been granted higher level technology.
Hit Points 58
SCALING THE SNOW CHUNIN Chakra Points 58
To upscale a Snow Chunin up to 10th level, perform the Speed 30 ft, Initiative +8
following the following steps at each level.
STR DEX CON INT WIS CHA
• Level 7+. Increase the Snow Chunin’s Hit Points by +8
14 (+2) 15 (+2) 16 (+3) 17 (+3) 13 (+1) 11 (+0)
and Chakra Points by +8 for each level above 6 th.
• Level 7. The Snow Chunin gains immunity to the
Saving Throws Str +4, Dex +6, Con +5, Int +7, Wis +3, Cha +2
Chilled condition and gains resistance to all damage
Damage Resistance Cold
from jutsu with the Water Release keyword.
Condition Resistance Chilled
• Level 7. The Snow Chunin’s proficiency bonus
Skills Crafting +10, Insight +8, Ninshou +10, Perception +8, Stealth
increases by +1. This increases their Skills, Saving
+9, Survival +9
Throws, Save DCs, and attack bonuses by +1.
Senses passive Perception 18
• Level 8. The Snow Chunin increases their Dex, Int, Wis,
and Charisma by +1, increasing all relevant skills, AC,
Snow Tech ~ Advanced Kunai Launcher (Affiliation, Unique).
Saves, Save DCs, attack bonuses, and damage
The Snow Chunin has a Kunai Launcher that fires Kunai at
modifiers.
lethal speeds. In place of one of its attacks, it can make a
• Level 9. The Snow Chunin gains proficiency in
Kunai Barrage attack, dealing 2d6 piercing damage.
Constitution saving throws.
Alternatively, it can set the weapon to burst fire as an action,
• Level 9. Once per turn, when a Snow Chunin would roll
releasing a cluster of kunai in a cone. All creatures in a 30-
an 18-20 on an attack roll or a target would fail a
foot cone originating from the Snow Chunin must succeed a
saving throw by 5 or more, inflict 1 rank of chilled
Dexterity saving throw (Taijutsu Save DC), taking 2d4 piercing
against all affected targets.
damage, or half damage on a successful save.
• Level 10. The damage of the Snow Chunin’s Kunai
Launcher increases to 3d6/3d4 respectively. Snow Explorer (Affiliation, Unique). The Snow Chunin ignores
difficult terrain. While in Snow, it can also Dash or Disengage as a
Artist Credit: [Link to Source] bonus action.
Squad Tactics (General). The Snow Chunin has advantage on
attack rolls when its target is within 5ft of an unrestrained ally.
Winter Camouflage (Affiliation, Unique). The Snow Chunin gains
a +1d6 to checks made to Hide while in snowy or icy terrain.
Ranged attacks made while hidden do not reveal the Snow
Chunin’s location and may remain hidden so long as it does not
move more than half its speed and remains obscured in some
way.
104
LAND OF SNOW SHINOBI, JONIN
Jonin are the upper echelon of the Land of Snow’s
military, supplied with the most advanced technology
available within the nation.
Shinobi of the Snow. Liquid the Snow Jonin steps on instantly freezes in a 5
by 5 square becoming difficult terrain for all creatures who aren't a Snow
B-Rank, Non-Clan, Elite, Generalist, Land of Snow, Prof +5 Jonin, until melted back into water. Additionally, when the Snow Jonin
Level: 10, Tenacity Die: 5 would inflict a 6th rank of chilled on a hostile creature, the cold energy
explodes Petrifying the target until the end of their next turn.
Armor Class 18 (Reinforced Chunin Jacket), DR: 5
Winter Camouflage. The Snow Jonin gains a +1d6 to checks made to Hide
Hit Points 182, Chakra Armor Hit Points 90
while in snowy or icy terrain. Ranged attacks made while hidden do not
Chakra Points 182
reveal the Snow Jonin’s location and may remain hidden so long as it does
Speed 30 ft, Initiative +9
not move more than half its speed and remains obscured in some way.
Resilience of the Snow. The Snow Jonin cannot make ability checks
or saving throws with disadvantage. 105
NADARE RŌGA D EFENSIVELY
Nadare is a Yukigakure shinobi who takes direct When the fight turns against him,
command from Dotō Kazahana. He is the leader of Nadare will sooner flee to gain the
Dotō's Three-Man-Team, joined alongside Fubuki upper hand later than to continue
Kakuyoku and Mizore Fuyukuma. Years ago, Nadare the fight. If he is unable to retreat,
participated in overthrowing the Land of Snow's he will command his forces to fight
previous daimyō. harder and position themselves so
O FFENSIVELY
Nadare is primarily a Ninjutsu specialist, overwhelming
his opponents with powerful jutsu and effects with
arrogance. He fights at a distance most optimal for his
ninjutsu and relies heavily on the barrier generated by
his Chakra Armor.
Iconic Lackey. Snow Release Jutsu Nadare casts can deal either Cold or Wind
damage. When he changes the damage type, he can change any conditions the
B-Rank, Non-Clan, Iconic Caster, Elite, Land of Snow ~ Dotō Team Leader, Prof + jutsu inflicts to that of another condition from a different jutsu he knows.
6 Shinobi of the Snow. Liquid Nadare steps on instantly freezes in a 5 by 5 square
Level: 10, Tenacity Die: 5 becoming difficult terrain for all creatures who aren't a Snow Shinobi, until
melted back into water. Additionally, when the Nadare would inflict a 6th rank
Armor Class 22 (Armored Jonin Jacket), DR 8 of chilled on a hostile creature, the cold energy explodes Petrifying the target
Hit Points 255, Chakra Armor Hit Points 100 until the end of their next turn.
Chakra Points 345
Speed 70 ft., Initiative +8
Ninjutsu. +13 to hit, (Ninjutsu save DC 20)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Hollow Stars (Water/Wind), Snow Daggers1, Snow Prison2, Violent
14 (+2) 18 (+4) 16 (+3) 20 (+5) 15 (+2) 13 (+1) Whirlwind
C-Ranks (Cost 9): Certain-Kill Snow Spears4, Wall of Wind, Whirlwind Spear
Saving Throws Str +6, Dex +11, Con +10, Int +11, Wis +8, Cha +5 B-Ranks (Cost 14): Blizzard Wyvern-Ferocious Liger7, Twin Wyvern Hailstream8,
Skills Acrobatics +10, Chakra Control +9, Deception +7, Ninshou +11, Perception Water Fang
+8, Stealth +10, Survival +8 Taijutsu. +9 to hit, (Taijutsu save DC 18)
Damage Resistances Cold, Wind, Special D-Ranks (Cost 5): Royal Guard
Condition Immunities Chilled, Charmed, Frightened C-Ranks (Cost 9): Royal Flush
Senses passive Perception 18
Multiattack. Nadare makes two Unarmed Strikes or three Ice Shuriken attacks.
Honorless Shinobi. As a reaction to a hostile creature within 30 feet casting a
jutsu that requires hand signs, Nadare can move 15ft. and cast a D-Rank Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Ninjutsu. On a hit, the target must succeed a DC 20 Constitution saving Hit: 5 (1d6+4) bludgeoning damage.
throw or lose the attempted jutsu while still spending the chakra. Ice Shuriken. Ranged Weapon Attack: +9 to hit, reach 30/120ft., one target.
Snow Tech ~ Chakra Armor. Nadare has microscopic chakra engine within its Hit: 6 (1d6+4) slashing damage plus 3 (1d6) cold damage.
armor, generating a powerful barrier. This barrier possesses 100 hit points Ice Shuriken Flurry (Recharge: 4-6). Area Weapon Attack: DC 20 Dexterity, reach
and regenerates 10 hit points every minute while Nadare has chakra. These 60ft. cone, all targets. Success: Half damage, no effects. Failure: 12 (5d4)
hit points intercept all damage the Nadare takes, are resistant to all slashing damage and 17 (5d6) cold damage, Chilled. Critical Failure: Same
damage (excluding psychic), and are immune to chakra damage. This effects as a failure plus an additional rank of Chilled.
engine can be disabled for one round if the Nadare is targeted by an effect
of B-Rank or higher that can dispel jutsu or restrict chakra molding (Ex.
Chakra Dispel, Uzumaki Break, etc). Nadare takes one Elite Action at the end of another creatures turn, once each
Snow Tech ~ Ninjutsu Amplifier. Nadare has an Ninjutsu amplifier on his round to do one of the following or can spend his Elite Action to gain an additional
armor. All Ninjutsu with the Water or Wind Release keywords Nadare casts reaction. He regains spent Elite Actions at the beginning of each of his turns.
are considered Snow Release jutsu. Snow Release jutsu ignore resistance, Attack. Nadare can use one of his listed attacks or cast a jutsu of C-Rank or lower.
and twice per turn, deal an additional 10 damage while ignoring 10 DR.
Move. Nadare can move half his movement speed.
Creatures reduced to 0 hit points by a Snow Release jutsu Nadare casts
become Petrified. Retaliate. Nadare calls out to all allies within 60 ft. that can see or hear him,
causing them to move up to their movement speed toward him. Alternatively,
he can command a single ally he can see or hear within 60 ft. to take an action.
Iconic Presence. Nadare is immune to Charisma-based ability checks, effects, or
interactions, and effects that would allow a creature to control him. Nadare also
cannot make saving throws or ability checks with disadvantage.
106
FUBUKI KAKUYOKU D EFENSIVELY
Fubuki is a kunoichi from Yukigakure and a member of When the tables turn, Fubuki activates her Snow Tech-
Dotō Kazahana's group, Dotō's Three-Man-Team Wings to create distance between herself and the most
alongside Nadare Rōga and Mizore Fuyukuma. Fubiki is a immediate danger, then regroup with at least one of her
proud and confident individual bordering on arrogant, allies.
near constant smirking even while in combat, and
reminding her opponent not to underestimate the Snow
shinobi.
O FFENSIVELY
When Fubuki has the surprise, or any other advantage,
she pressures her foes with a flurry of damaging Snow
Release jutsu, while simultaneously maintaining a
medium distance. Once her opponent is damaged
enough or separated from its larger group, Fubuki will
attempt to immobilize them with her Snow Release.
Snow Tech ~ Chakra Armor. Fubuki has microscopic chakra engine within its Multiattack. Fubuki makes two attacks with any combination of her listed
armor, generating a powerful barrier. This barrier possesses 80 hit points attacks.
and regenerates 10 hit points every minute while Fubuki has chakra. These Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
hit points intercept all damage the Fubuki takes, are resistant to all damage Hit: 5 (1d4+3) bludgeoning damage.
(excluding psychic), and are immune to chakra damage. This engine can be Shuriken. Ranged Weapon Attack: +8 to hit, reach 30/120ft., one target.
disabled for one round if the Fubuki is targeted by an effect of B-Rank or Hit: 5 (1d4+3) slashing damage.
higher that can dispel jutsu or restrict chakra molding (Ex. Chakra Dispel,
Kunai Ice Bomb (Recharge: 4-6). Ranged Weapon Attack: +8 to hit, reach 120ft.,
Uzumaki Break, etc).
one target. Hit: 6 (1d6+4) piercing damage. Regardless of a hit or miss, all
Snow Tech ~ Wings. Fubuki's armor is outfitted with a unique device which, as creatures within 10 feet of where this attack lands must make a DC 18
a free action, allows her to extend or retract a pair of metallic wings which Constitution saving throw. Success: Half damage, no effects. Failure: 3d6 cold
allow her to fly. While flying she is flying, Fubuki does not provoke attacks damage, Chilled. Critical Failure: Same effects as a failure, additional rank of
of opportunity. Chilled.
Taunting Lackey. Once per round, when Fubuki scores a critical hit or a
creature fails a saving throw against her jutsu by 5 or more (Critical Failure),
she mocks her opponent. The target makes a Wisdom saving throw Fubuki takes one Elite Action at the end of another creatures turn, once each
contested by an Intimidation check from Fubuki. If Fubuki succeeds, the round to do one of the following or can spend her Elite Action to gain an additional
target is discouraged gaining disadvantage on their next d20 roll. reaction. She regains spent Elite Actions at the beginning of each of her turns.
Attack. Fubuki can use one of her listed attacks or cast a jutsu of C-Rank or lower.
Chakra Stabilizers. Effects that would stop Fubuki’s chakra molding, end at the Fly Away. Fubuki activates her wings. Creatures and objects within 5 ft. of Fubuki
end of each of her turns. must succeed on a DC 15 Dexterity saving throw or take 10 (2d6 + 3) force
damage and be knocked prone. Fubuki can then fly up to half her flying speed.
107
MIZORE FUYUKUMA D EFENSIVELY
Mizore is a shinobi from Yukigakure and a member of Mizore uses his mobility to his advantage in order to
Dotō Kazahana's group, Dotō's Three-Man-Team fight preserve himself in a fight. If his chakra armor fails
alongside Nadare Rōga and Fubuki Kakuyoku. Mizore is a him, he is less likely to attack recklessly and will take a
confident fighter who has utmost faith in his abilities more strategic approach.
and the specialized technology the Land of Snow
enhances his squad with.
O FFENSIVELY
Mizore wastes little time staying away from his
opponents. Preferring to be in the thick of the action as
quickly as he can. Utilizing his snowboard Mizore
grapples his foes and drags them away from their
protective formation where he can easily pummel a
vulnerable target, fighting with reckless abandon.
Snow Tech ~ Iron Brawler. Mizore’s left arm is equipped with a metal
B-Rank, Non-Clan, Striker, Elite, Land of Snow ~ Team Dotō, Prof + 5
prosthetic which enhances his Taijutsu. The first melee weapon attack and
Level: 8, Tenacity Die: 4
melee Taijutsu attack he makes per turn gains a +1d4 bonus to hit. Mizore
also ignores up to 10 DR with unarmed/weapon/Taijutsu attacks, once per
Armor Class 20 (Shinobi Battle Armor), DR 6
turn, and is immune to critical hits unless he is Bloodied (under 50% HP).
Hit Points 190, Chakra Armor Hit Points 80
Chakra Points 132 Shinobi of the Snow. Liquid Nadare steps on instantly freezes in a 5 by 5 square
Speed 50 ft., Initiative +6 becoming difficult terrain for all creatures who aren't a Snow Shinobi, until
melted back into water. Additionally, when the Nadare would inflict a 6th rank
STR DEX CON INT WIS CHA of chilled on a hostile creature, the cold energy explodes Petrifying the target
19 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 11 (+0) until the end of their next turn.
Saving Throws Str +9, Dex +6, Con +7, Int +1, Wis +2, Cha +1
Taijutsu. +10 to hit, (Taijutsu save DC 18)
Skills Athletics +9, Martial Arts +9, Perception +6, Stealth +7
D-Ranks (Cost 5): Avalanche Dance, Brace, Iron Strike, Noble Impact
Damage Resistances Cold, Special
C-Ranks (Cost 9): Fist Slam, Heavy Jolt
Condition Resistances Chilled
Condition Immunities Berserk, Charmed
Senses passive Perception 16 Multiattack. Mizore makes two Unarmed strikes. Once per turn, he can replace an
Unarmed Strike with a Retractable Cable Fist attack.
Snow Tech ~ Chakra Armor. Mizore has microscopic chakra engine within its
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
armor, generating a powerful barrier. This barrier possesses 80 hit points
Hit: 9 (1d10+4) bludgeoning damage.
and regenerates 10 hit points every minute while Mizore has chakra. These
hit points intercept all damage the Mizore takes, are resistant to all damage Retractable Cable Fist. Ranged Weapon Attack: +10 to hit, reach 60ft., one
(excluding psychic), and are immune to chakra damage. This engine can be target. Hit: Grappled and Restrained (Escape DC 18). As a bonus action, Mizore
disabled for one round if the Mizore is targeted by an effect of B-Rank or can retract his fist, dragging a grappled target 30 feet closer to him.
higher that can dispel jutsu or restrict chakra molding (Ex. Chakra Dispel,
Uzumaki Break, etc).
Mizore takes one Elite Action at the end of another creatures turn, once each
Snow Tech ~ Snow Board. Mizore possesses a unique device in form of a
round to do one of the following or can spend his Elite Action to gain an additional
collapsible snowboard. On his turn, he may ride the board, automatically
reaction. He regains spent Elite Actions at the beginning of each of his turns.
Disengaging, doubling his movement speed, and ignore difficult terrain
caused by snow or ice. Attack. Mizore can make an unarmed strike, cast a Taijutsu, or make a Retractable
Cable Fist attack.
Iron Brawler. At the beginning of Mizore’s turn, he can choose to gain
advantage on melee attacks or damage rolls he makes for the turn. While Resolve. Mizore focuses all his strength into his situation, granting him advantage
under this trait’s effects, if he takes the attack action or casts a Taijutsu on the next check or saving throw he makes before the end of his next turn.
that makes more than one attack, he can make an additional unarmed or
weapon attack as part of the same action, once, suffering a -5 penalty to
the attack roll. After using this trait, hostile creatures gain advantage on all
attack rolls against him until the start of his next turn.
108
FREEFORM SNOW SHINOBI JUTSU SNOW RELEASE: SNOW DAGGERS (1)
Classification: Freeform Ninjutsu
DOTŌ’S THREE-MAN TEAM Rank: D-Rank
Dotō's Three-Man-Team is a specialized squad of Casting Time: 1 Action
Yukigakure shinobi who take direct orders from Dotō Range: 30 feet
Kazahana. In the past, the members of this squad were Duration: Instant
instrumental in overthrowing the daimyō of the Land of Components: HS, CM
Snow, Sōsetsu Kazahana. This military coup came at the Keyword: Hijutsu, Ninjutsu, Water Release, Wind
command of the daimyō's brother, lord Dotō Kazahana, Release
who has now taken his place in power. Description: The adversary launches daggers of snow.
Ranged Ninjutsu Attack. Hit: 4d4 cold damage and all
SNOW TECH hostile creatures within 10ft of the target must make a
Despite their isolation, the Land of Snow are Dexterity saving throw, taking 2d8 piercing damage on a
technologically superior to most other nations. The failed save as the dagger bursts into shards of snow.
shinobi of the Yukigakure in particular are equipped with Upcast: Increase the number of attacks (and in turn,
various technologies that aid in combat, reconnaissance, the number of saving throws) by +1 for every two ranks
and transportation, among other things. upcast.
The prominent resource these shinobi possess is their
Chakra Armor, an exoskeleton that generates a SNOW RELEASE: SNOW PRISON (2)
protective barrier that shields the user from various Classification: Freeform Ninjutsu
forms of jutsu and harsh environmental effects. This Rank: D-Rank
barrier is powered by a microscopic engine located Casting Time: 1 Action
within the armor, which uses the wearer’s chakra for Range: 60 feet
energy. Duration: Concentration, up to 10 Minutes
These Chakra Armors are still in a prototype Components: HS, CM
developmental phase, and are rare to be seen outside of Keyword: Hijutsu, Ninjutsu, Water Release, Wind
Yukigakure, only being worn by hidden snow jonin or Release
similarly powerful shinobi. Each member of Dotō's Description: The Adversary generates a chilling wind
Three-Man-Team are equipped with Chakra Armor in which condenses into tightly packed snow on a target.
addition to experimental modifications and combative Area Ninjutsu Attack: Dexterity saving throw, one target.
prosthetics. Success: No effects. Failure: Stunned, Chilled. Critical
Failure: Same effects as a failure, Deafened.
SNOW RELEASE A target who fails suffers its effects for the entire
The Land of Snow shinobi have mastered a unique duration. This jutsu leaves behind a construct of snow
ninjutsu known as Snow Release, a blend of Water and which constrains the target. AC: Ninjutsu Save DC. Hit
Wind Release. Exclusive to these shinobi, Snow Release Points: 15. Destroying this construct ends this jutsu
involves manipulating existing ice or snow for offense early.
and defense. However, it is vulnerable to fire, melting A target who fails may make a Strength (Athletics)
upon contact. A Snow Release user's presence can cool check against the adversary’s Ninjutsu Save DC at the
the surroundings, causing snowfall. Snow Release is start of each of its turns, breaking free and ending this
executed by shaping, forming, and densifying pre- jutsu on a success.
existing snow, creating projectiles, shields, and
constructs. SNOW RELEASE: SNOW NEEDLE (3)
To use Snow Release, the user must have access to a Classification: Freeform Ninjutsu
Source of Snow, replacing the Source of Water for Water Rank: D-Rank
Release jutsu. For Wind Release, the user needs a snowy Casting Time: 1 Bonus Action
or freezing environment. When casting under these Range: Self
conditions, the jutsu gains the Snow Release keyword, Duration: Concentration, up to 1 Minute
dealing cold damage. Constructs created with the Snow Components: HS, CM
Release keyword resist bludgeoning, piercing, slashing, Keyword: Hijutsu, Ninjutsu, Bukijutsu, Water Release,
and cold damage but are vulnerable to fire. Snow Release Wind Release
jutsu have disadvantage on clash checks against fire Description: The Adversary creates a thin sword of
release jutsu. condensed snow. As an action, the adversary can make
one melee Ninjutsu or Taijutsu attack at a target with the
weapon, dealing 2d10+proficiency bonus cold damage on
a hit.
This jutsu cannot be ended early as a result of damage,
and the weapon dissolves into water if it exits the
adversary’s hand (can be reformed as a free action on
turn).
Upcast: At C-Rank and A-Rank, gain a +1d10 bonus to
cold damage (At A-Rank, +2d10 total). At B-Rank and S-
Rank, make +1 attacks (At S-Rank, +2 attacks total).
109
SNOW RELEASE: CERTAIN-KILL SNOW SNOW RELEASE: BLIZZARD WYVERN-
SPEARS (4) FEROCIOUS LIGER (7)
Classification: Freeform Ninjutsu Classification: Freeform Ninjutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (10-foot radius sphere) Range: 90 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Keyword: Hijutsu, Ninjutsu, Water Release, Wind Keyword: Hijutsu, Ninjutsu, Water Release, Wind
Release Release
Description: The adversary launches spears of Description: The adversary summons a Wyvern or Liger
condensed snow from the ground around them. Area of condensed snow at a space within range, their
Ninjutsu Attack: Strength saving throw, all hostile targets. selection changing this jutsu’s effects. The created
Success: Half damage, no effects. Failure: 3d10 cold construct charges to the designated space, any Water
damage, 15ft. knockback. Critical Failure: Same effects (natural or from a jutsu) within the construct’s path
as a failure, +1 ranks of Chilled. freezes. Creatures submerged in water or that are
The affected area becomes difficult terrain for any benefitting from a Water Release jutsu with a range of
Non-Snow Shinobi. Self/Touch must succeed a Dexterity saving throw or
Upcast: For each rank upcast, increase the damage by gain 2 ranks of Chilled.
+2d10. • Liger: Once the Liger reaches its destination, it
110
LAND OF HOLIDAYS C-Rank, Undead, Standard, Lurker, Prof +5
FROST WALKERS
Level: 8
Frost Walkers are terrifying skeletons, given new life Armor Class 16, DR 3
and meaning from the terror of the winter solstice. Hit Points 78
These creatures are imbued with a blue flame within Chakra Points 94
their core, which embodies the scorching properties of Speed 55ft., Initiative +5
fire but yet burns cold. This fire chars the bones of Frost
Walkers and causes them to forever be surrounded by
STR DEX CON INT WIS CHA
dark chilling smoke.
16 (+3) 16 (+3) 14 (+2) 6 (-2) 8 (-1) 12 (+1)
It is believed that Frost Walkers were originally people
that became lost to the blizzards of the Land of Holidays,
Saving Throws Str +5, Dex +8, Con +4, Int +0, Wis +1, Cha +6
perishing to the extreme cold. These unfortunate souls,
Skills Intimidation +6, Stealth +9
given life by evil, now wander the nation in search of the
Damage Vulnerabilities Acid, Bludgeoning
living to fuel its ever-burning frozen core. The claws of
Damage Resistances Cold, Fire
the Frost Walkers are anointed with the frozen blood of
Damage Immunities Necrotic, Poison
their victims.
Condition Immunities All Sensory, Bleeding, Charmed,
Artist Credit: [Link to Source] Envenomed, Exhaustion, Poisoned
Senses passive Perception 9, Darkvision 60ft
111
B-Rank, Non-Clan, Standard, Striker, Prof +5
Level: 8
Saving Throws Str +2, Dex +9, Con +5, Int +9, Wis +2, Cha +3
Damage Resistances Cold, Wind
Skills Acrobatics +9, Insight +5, Perception +5, Persuasion +6,
Martial Arts +5, Stealth +9
Senses passive Perception 15
112
MIMIC (PRESENT)
Present Mimics are variant of the Mimic creature that
imitate wrapped presents handed out during festivities
within the Land of Holidays. While Mimics are known to
be highly adaptable hunters, capable of taking any
shape, such a specific form has many wonders if these
creatures were taught to take this shape, as they only
appear during certain times of the year when gifts such
as these are expected….
Artist Credit: [Link to Source]
Shapeshifter. The Mimic can use its action to transform into its
Object Form or back to its true form. Any equipment it is
D-Rank, Medium Monstrosity, Standard, Lurker, Prof +4
carrying it not transformed. When the Mimic takes damage,
Level: 5
falls unconscious, or dies, it reverts to its true form.
Armor Class 16 (Natural Armor), DR 3 Hidden in Plain Sight (Object Form Only). While motionless, the
Hit Points 61 Mimic looks indistinguishable from an ordinary object and
Chakra Points 69 cannot be spotted by passive perception. Additionally, Sensory
Speed 45 ft, Initiative +5 Jutsu and special sights of D-Rank or lower do not automatically
detect the Present Mimic (Big).
STR DEX CON INT WIS CHA Sneak Attacker (Object Form Only). If a creature would
19 (+4) 17 (+3) 16 (+3) 5 (-3) 10 (+0) 5 (-3) interact with the Present Mimic (Big) while in its object form,
the creature provokes an attack of opportunity from the
Saving Throws Str +8, Dex +5, Con +7, Int -1, Wis +2, Cha -1 Mimic, which it can use to make a Multiattack and initiate a
Damage Immunities Acid, Poison grapple, rolling the attack and grapple contest at advantage.
Damage Vulnerabilities Chakra On a hit, the target takes an extra 3d8 damage. If the target
Condition Immunities Prone was not aware that this creature was a Mimic, they are
Condition Vulnerabilities Unconscious surprised for this attack.
Skills Athletics +12, Stealth +11
Senses passive Perception 10, Darkvision 90ft.
Multiattack 2. The Mimic makes two Chomp attacks.
Chomp. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit.
3d8+4 piercing damage plus 1d10 acid damage. This attack
113 ignores DR and scores a critical hit on a 17-20.
B-Rank, Undead, Standard, Caster, Prof +5
Level: 7, Hit Die: 7
Armor Class 20
Hit Points 100
Chakra Points 71
Speed 50 ft, Initiative +7
Saving Throws Str +7, Dex +10, Con +7, Int -1, Wis -1, Cha -1
Damage Immunities Poison, Necrotic
Damage Resistances Cold
Damage Vulnerabilities Acid, Fire, Piercing
Senses passive Perception 7, Tremorsense 60ft
114
WINTER WILL-O-WISP C-Rank, Tiny ???, Standard, Lurker, Prof +3
Winter Will-O-Wisps are a strange phenomenon in the Level: 3
Land of Holidays. These creatures appear during the
winter months of the nation as tiny whisps of beautiful Armor Class 21
light, akin to that of an aurora borealis. Up close, they Hit Points 51
appear to be made of blue and green flame, however, Chakra Points 40
their fire burns cold. Speed 50 ft (Fly only) (Can Hover), Initiative +9
It is unknown where these creatures come from.
Whether they are a byproduct of nature, foreign invaders STR DEX CON INT WIS CHA
from another world or dimension, or monsters placed by 1 (-5) 26 (+8) 14 (+2) 10 (+0) 14 (+2) 6 (-2)
a mischievous entity. Their origins are uncertain. What
is certain, however, is that these creatures, despite their Saving Throws Str -4, Dex +11, Con +3, Int +1, Wis +5, Cha -1
alluring effervescence, are not to be trusted, as contact Damage Immunities Acid, Necrotic, Poison, Cold
with these entities causes the vitality of one’s body and Damage Resistances Non-Chakra Enhanced Bludgeoning, Piercing,
soul to wither. Slashing
Artist Credit: [Link to Source] Damage Vulnerabilities Psychic, Fire, Chakra
Senses passive Perception 12, Darkvision 60ft
Frozen Touch. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 7 (3d4) cold damage. On a hit, the target creature
must succeed a DC 19 Dexterity saving throw at disadvantage
or gain 1 rank of Chilled (On a critical failure, 2x ranks of
Chilled).
Crystaline Dispersal (10 Chakra). As a bonus action, the Winter
Will-O-Wisp teleports to a space within its movement speed
and makes one attack with its Frozen Touch, at advantage. As
the Winter Will-O-Wisp teleports, it creates a small cloud of
ice within a 15-foot radius. Creatures within range must
succeed a DC 19 Wisdom saving throw or become blinded
until the end of their next turn.
115
KRAMPUS, TERROR OF THE WINTER SOLSTICE
Krampus is the name of a monstrous goat demon that
torments the Land of Holidays during the week of the
winter solstice each year. It comes at the coldest hour of
night with an entourage of other monsters.
This creature views itself as the judge of the naughty,
specifically targeting children that, throughout the year
of Krampus’ arrival, have had considerably grotesque
behavior. Though youth are its targets, Krampus is
known to target any who stand in its way and those who
have fought it head on and survived have denoted it as
being highly cunning and abhorrently strong.
It is unknown why this creature targets the Land of
Holidays, nor how it is able to consistently succeed
despite the best defense efforts of the nation as it always
seems to find any faults in the nation’s plans or
circumvents them all together. Many theorize that this
demon may be working with or for someone with high
clearance in the village’s security, as in addition to
Krampus’ unusual foresight notable political figures,
specifically those protesting or campaigning against the
current Daimyo Ebenezer Scrooge also go missing in the
night of Krampus’ attacks, a deviation in this creature’s
normal routine. Artist Credit: [Link to Source]
with him are automatically added to the list. While on the list and in initiative with
Krampus, creatures suffer a -2 penalty to AC and saving throws, have any non-
reaction-based DR halved, and are unable to be hidden from him.
A-Rank, Large Demon, Iconic Supporter, Solo (4), [REDACTED]‘s Employee, Prof +6
Level: 11, Tenacity Die: 11 Tis the Season for Punishment. Allies in initiative (other than Krampus) may gain one
of the following benefits at the start of each of their turns, up to two times per turn.
(Advantage on an attack roll, Advantage on a saving throw, Advantage on a skill
Armor Class 23 (Natural Armor), DR 8
check, +11 to a damage roll, +11 Temporary Hit Points, removal of condition of A-Rank
Hit Points 813
or lower).
Chakra Points 760
Speed 60 ft., Initiative +10
Ninjutsu. +11 to hit, (Ninjutsu save DC 21)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Ice Daggers, Ice Prison, Ice Dome of Nothingness, Sensing Technique
22 (+6) 16 (+3) 18 (+4) 20 (+5) 14 (+2) 12 (+1) C-Ranks (Cost 9): Certain-Kill Ice Spears, Frozen Capturing Field, Ten Thousand Ice
Petals, Crushing Droplets: Spill
Saving Throws Str +12, Dex +5, Con +9, Int +7, Wis +4, Cha +6 B-Ranks (Cost 14): Tearing Dragon Fierce Tiger, Painful Water, Reflective Droplets: Drip
Skills Acrobatics +9, Athletics +12, Chakra Control +13, Deception +13, Intimidation Taijutsu. +12 to hit, (Taijutsu save DC 22)
+13, Martial Arts +12, Ninshou +11, Perception +14, Persuasion +7, Stealth +15 D-Ranks (Cost 5): 3-Lateral Pierce, Breath of Water: Surface, Dempsey Roll
C-Ranks (Cost 9): Heaven Cutter, Twin Heavenly Swallow
Damage Immunities Cold, Poison
B-Ranks (Cost 14): Breath of Water: Flux, Combo Vault
Condition Resistances Fire, Bludgeoning/Piercing/Slashing from non-chakra
enhanced weapons
Condition Immunities Charmed, Chilled, Frightened, Grappled, Restrained, Slowed,
Weakened Multiattack 2. Krampus makes two attacks with his Unarmed Strike or Rute.
Senses Passive Perception 14, True Sight 90ft Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit. 15 (2d8+6)
Languages Common Bludgeoning damage. On a roll of a 18-20, the target gains 1 rank of Bruised and is
optionally knocked back up to 30ft.
Bringer of Terror and Despair. At the start of each round, Krampus gains an extra bonus White Spruce Rute. Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 13
action or reaction (pick one). Krampus may use these actions as normal or use them to (3d4+6) piercing damage. On a roll of a 16-20, the target becomes Lacerated and
command an ally to take an action and move. must succeed a DC 22 Constitution saving throw or fall the ground (prone), writhing
Demon of the Winter. While in a cold environment, Krampus regains 11 hit points at the in pain unable to take a bonus action until the end of their next turn.
start of each of his turns, gains a +2d8 cold damage bonus to damage rolls twice per Krampus’ Burlap Sack. Krampus attempts to grapple a target and stuff them into
turn, and deals 6 cold damage to melee attacks that strike him. When he deals cold a burlap sack on his back. This bag has no bulk limit. While inside the sack,
damage this way, impose a DC 22 Con save vs the Chilled condition. This trait is creatures are blinded, restrained, and cannot be targeted. If Krampus takes at
disabled while burned and has its next activation disabled if he loses hp from fire. least 40 slashing damage on turn, creatures inside the sack may make a DC 19
Solstice Prowler. Krampus may as part of summoning an ally or teleporting, spend his Dexterity save, freeing themselves and landing prone adjacent to Krampus.
bonus action or 1 Tenacity Die to turn invisible until the start of his next turn or until he
takes an action or is damaged.
Krampuscan take an Elite Action, at the end of another creatures turn, a number of
times equal to the number of hostile creatures in initiative, minus 1, per round to do
Everlasting Cold. Krampus produces an aura of cold and negative energy. The area one of the following or can spend his Elite Action to gain an additional reaction. He
within 6 miles of Krampus drops to -30°C (22°F) and is enshrouded in dim light. While regains spent Elite Actions at the beginning of each of his turns.
in initiative, this cold intensifies around Krampus in a 45-foot radius. Creatures inside
Attack. Krampus makes two attacks with his listed attacks or Casts a Jutsu of up to C-
the affected area cannot see outside the radius, gain vulnerability to the Chilled
Rank.
condition (unless resistant/immune) and suffer the Weakened condition while they are
Chilled (of an equal number of ranks). Creatures outside the affected area, cannot see Winter Walk. Krampus teleports up to his movement speed away.
inside this radius. Krampus and his allies are immune to this trait. The More the Merrier (Recharge: 30 chakra). Krampus summons a number of
Krampus’ Naughty List. Krampus possesses a copy of a list of those who have done Krampus’ Little Helpers equal to twice the number of hostile creatures he is facing.
116
terrible deeds within the year. He knows what these deeds were and any who do battle Krampus’ Twisted Calvary (Recharge: 30 Chakra). Krampus summons 2 allies total
between the Twisted Fawn or Frozen Walkers.
KRAMPUS’ LITTLE HELPERS C-Rank, Small Demon, Minion, Controller, Krampus’ Minion, Prof
Vile and disturbing creatures, Krampus’ Little Helpers +5
are small monsters that assist Krampus in his endeavors Level: 9
by distracting and crippling any opposition while he
completes his work. Armor Class 15
They wield a cragged machete caked in years of rust Hit Points 19
and grime and adorn themselves with rags, their most Speed 30ft, Initiative +1
iconic apparel being a red pointed cap.
STR DEX CON INT WIS CHA
Artist Credit: [Link to Source] 14 (+2) 12 (+1) 14 (+2) 16 (+3) 8 (-1) 6 (-2)
Saving Throws Str +5, Dex +4, Con +5, Int +6, Wis +4, Cha +3
Skills Chakra Control +7, Ninshou +8, Perception +4
Senses passive Perception 14, Chakra Sight 60ft
117
NICHOLAS KUROSU (SANTA KUROSU)
Nicholas Kurosu (His actual name in Japanese is Santa Kurosu) is
from the land of Holidays but has long since moved to the North
Pole. He was ordained by the Sage of Six Paths to be an avatar of
Joy and prosperity across the lands, given access to great
knowledge and unique sage power. But over time, due to war,
famine, strife and the growing loss of life across the settled
nations, He grew bitter and dismayed at man’s acts of
selfishness and violence.
He would attempt to inject joy back into the world, by
spreading rumors of himself. Giving gifts to anyone who could be
good the entire year. This would grow to be a worldwide
phenomenon, known as the Rinne Festival.
It wasn't until the death of his wife, Mrs. Kurosu, at the hands
of the Cloud Villages 2nd Raikage for infiltrating' the Kage house
and leaving behind a gift, did Nicholas snap. He would instead
withhold joy from all of the Shinobi of the world. Stealing their
gifts and presets, and never allowing them to enjoy the holidays.
He holds himself inside his fortress of Joy in the North Pole,
protected by physical constructs comprised of pure Joy and
chakra he calls "Santas Little Helpers".
Santa becomes a hostile entity around the winter seasons
every year, Infiltrating' the Shinobi nations, stealing all of the
residents’ gifts, joy and cheerfulness all because those same
Shinobi took his joy and cheerfulness from him all those years
ago. The spectacular thing about him is, he accomplished this
goal all in a single night.
The same night Santa deviated from his ordained role, a
monstrous being was born into existence, one that inflicts terror
across the Land of Holidays during the time where Santa should
be giving joy as if it was his shadow. Santa attempted multiple
times to destroy the creature but eventually, as Santa’s disdain
for the world grew, he stopped, as what is point the people
deserve it. It is said that the monster, despite its wickedness,
feels pity for Santa at this point.
Artist Credit: [Link to Source]
present behind him when he does (the higher the rank of the jutsu, the bigger the present).
Jutsu Nicholas casts gain the Hijutsu keyword.
S-Rank, Non-Clan, Iconic Epic Generalist, Solo(4), North Pole, Prof + 8 Holiday Spirit. Nicholas cannot make ability checks or saving throws at disadvantage.
Additionally, at the start of each of his turns Nicholas selects on the following benefits
Level: 18, Tenacity Die: 18
which last until the start of his next turn (+1d4 to attack rolls, +1d6 to damage rolls, +1d8 to
skill checks)
Armor Class 28 (Holiday Garb), DR 8
Naughty List. Nicholas possesses the true Naughty list of terrible deeds committed by the
Hit Points 1237 people, and unfortunately, all Shinobi are on this list. Nicholas is aware of all good and bad
Chakra Points 1192 action ever taken by creatures he faces, as well as knowing their current or previous
Speed 50 ft., Initiative +16 dreams and aspirations. Creatures in initiative suffer a -3 penalty to AC and all saving
throws, cannot be hidden from Nicholas, and have all DR treated as half its listed value.
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 26 (+8) 18 (+4) 22 (+6)
Ninjutsu. +16 to hit, (Ninjutsu save DC 26)
(Special)
Saving Throws Str +15, Dex +10, Con +15, Int +14, Wis +14, Cha +16 Genjutsu. +14 to hit, (Genjutsu save DC 24)
Skills Athletics +16, Animal Handling +15, Chakra Control +16, Crafting +19, History (Special)
+19, Illusions +15, Insight +15, Martial Arts +16, Ninshou +19, Perception +15,
Performance +17, Persuasion +17, Sleight of Hand +15
Damage Resistances Non-Chakra Enhanced Damage, Psychic, Wind Multiattack 3. Nicholas makes 3 attacks using his listed attacks.
Damage Immunities Cold, Fall Damage Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target.
Condition Immunities Chilled, Frightened, Incapacitated, Paralyzed Hit: 19 (4d6+5) bludgeoning damage. On a roll of a 17-20, the target gains one rank of
Bruised and is Dazed.
Senses passive Perception 27, Chakra Sight 120ft.
Frost Hammer. Melee Weapon Attack: +21 to hit, reach 10ft., one target. Hit: 21 (3d10+5)
Tactical Combatant. As part of casting any jutsu, Nicholas may make one attack using bludgeoning damage. On a hit, all hostile creatures within 10 feet of the target, must
any of his listed attacks. Additionally, Nicholas may cast any jutsu with the Clash succeed a DC 25 Strength saving throw or take 2d8 cold damage and gain one rank of
keyword as a reaction and has advantage on clash checks. chilled. A target hit by this attack has disadvantage but does not take damage on a failure.
Ghost of the Rinne Festival. Upon reaching 0 hit points, Nicholas falls to one knee and Toymaker Army (Recharge 5-6). Nicholaus creates and releases an onslaught of
voices his frustrations with the Shinobi world. He denounces his role bestowed by mechanical toys. Area Weapon Attack: DC 25 Dexterity, reach 60-foot cone, all hostile
Hagoromo to be a beacon of joy in the world, shedding his many tools, assistants, and targets. Critical Success: No damage or effects. Success: Half damage, no effects.
other gifts. He rises once more, causing initiative to be rerolled and for Nicholas to Failure: 50 (12d6+8) bludgeoning/cold damage, Bruised, Prone. Critical Failure:
assume the Ghost of the Rinne Festival stat block. Same effects as a failure, Dazed, target loses concentration and all temporary hit points.
Saving Throws Str +19, Dex +15, Con +14, Int +8, Wis +13, Cha +10 Multiattack 4. The Ghost of the Rinne Festival makes four attacks.
Skills Athletics +17, Acrobatics +14, Chakra Control +13, Intimidation +13, Martial
Unarmed Strike. Melee Weapon Attack: +23 to hit, reach 5 ft., one target.
Arts +17, Illusions +12, Insight +12, Nature +12, Perception +12
Hit: 29 (8d4+9) bludgeoning damage. On a roll of a 16-20, the target suffers two
Damage Resistances All (excluding Force and Necrotic)
of the following effects of the Ghost’s choice (Dazed, Bruised, 15ft. knockback).
Damage Immunities Non-Chakra Enhanced Damage, Cold, Fall Damage
Condition Immunities All Physical & Sensory, Chilled, Charmed, Frightened Northern Twin Greatswords. Melee Weapon Attack: +23 to hit, reach 10ft., one
Senses Passive Perception 22, Chakra Sight 120ft., Tremorsense 60ft. target. Hit: 30 (6d6+9) slashing damage. On a roll of a 16-20, the target is
gains one rank of Lacerated and Chilled.
Abandoned Duty. The Ghost of the Rinne Festival has abandoned his former self and Senpo: Peerless Power. By spending 4 Tenacity Die when the Ghost casts a
has embraced his rage. Once per turn, he can gain advantage on an attack roll or Taijutsu, Bukijutsu, or Senjutsu, he can increase the damage dealt by the spent
imposes disadvantage on all creature’s saving throws against a jutsu or effect. tenacity die, impose a 1d4 penalty to saving throws, and he scores a critical hit,
Iconic Power. The Ghost of the Rinne Festival ignores resistance, treats immunity as increase the damage dealt by 1 step.
resistance, and treats DR as half its listed value.
Training of the Winter Sage. When the Ghost of the Rinne Festival deals damage or
The Ghost of the Rinne Festival can take an Elite Action, at the end of another
imposes a saving throw, he can change the damage type to cold and any ranked
creatures turn, a number of times equal to the number of hostile creatures in
conditions to an equal amount of Chilled. When he does this, the instance of
initiative, minus 1, per round to do one of the following or can spend his Elite
damage is considered as gaining the Swirl effect of Wind Release (Nicholas is not
Action to gain an additional reaction. He regains spent Elite Actions at the
affected). Creatures chilled by Nicholas double any penalties and cannot take
beginning of each of his turns.
bonus actions.
Attack. The Ghost of the Rinne Festival makes two attacks using his listed attacks,
cast a jutsu of A-Rank or lower, or casts a Senjutsu.
Sage Mode. The Ghost of the Rinne Festival increases all dice used to determine Frozen Typhoon Step. The Ghost of the Rinne Festival makes a melee weapon
Damage, healing, damage reduction, and temporary hit points by +3. attack using one of his listed attacks all around him, targeting all creatures
Nature’s Gift. At the beginning of each round, regain 2d6 Sage Chakra. within 5 feet of him. After making this attack, he moves to a space within his
Sage Guard. The Ghost of the Rinne Festival may spend 5 Sage Chakra to gain 20 DR movement.
against one instance of damage. This trait can be activated no more than 5 times 119
per round.
120
UNAFFILIATED ADVERSARIES
UNAFFILIATED: THEMES
Enemies within the confines of an Unaffiliated
Adversary, they do not follow any predetermined
standard, instead being chaotic in nature. B-Rank, Standard, Controller, Aberration, Prof +5
They hold no distinct concept outside Level: 7 (10 XP)
of being possible enemies that could
exist in any land, with any. Armor Class 17 (Alien Armor), DR: 3
ABERRATIONS
Hit Points 108 (7d8 HD)
Chakra Points 157 (7d10 HD)
A mostly alien entity. Aberrations a creatures Speed 30 ft.Fly, Initiative +2
foreign to this world. Often born or spawned in different
realities, worlds or dimensions. Creatures who fall into STR DEX CON INT WIS CHA
this theme often, are hostile to humans, humanoids and 18 (+4) 11 (+0) 17 (+3) 15 (+2) 18 (+4) 10 (+0)
any other human adjacent creature.
Saving Throws Str +9, Dex +3, Con +6, Int +5, Wis +9, Cha +3
AATHERIEXA Skills Acrobatics +5, Athletics +9, Insight +9, Nature +7, Ninshou +7,
Perception +19, Persuasion +10, Stealth +10,
A tangle of thin, tentacle-like eyestalks floats in the air,
Damage Resistance: Psychic
its innumerable unblinking eyes, each projecting an air
Condition Resistance: All Mental
of cruelty. Once a race of conquerors and slavers this
Condition Vulnerability: Blinded, Dazzled, Burned
group of aberrations have long since lost their prevailing
Senses passive Perception 29
strength due to infighting and attempts at enslavement
of each other. Exceedingly cruel, they find perverse
Alien Aura (Unique). All creatures within 15ft of the Aatherixa who
pleasure in tormenting those they capture, using them
could cast a jutsu of C-Rank or lower that requires chakra molding
as disposable bodyguards or subjecting them to sadistic
must make an ability check using their casting modifier vs a DC 15.
experiments in an attempt to learn more about this
On a failure, their jutsu fails to cast and their chakra is still spent.
human energy source, known as chakra.
Alien Control. While a creature is under the effects of a Jutsu or
While this creature can cast B-Rank jutsu, if it does, it
effect this creature cast, they suffer a stacking penalty to their
becomes unable to cast such jutsu again, at that rank, for
Intelligence, Wisdom and Charisma saving throws, equal to the
the next minute.
rank of the jutsu currently affecting them.
(D-Rank: -1, C-Rank: -2, B-Rank: -3)
Alien Anatomy. Hostile creatures suffer a -5 penalty to all checks
made to gain any information on this creature such as Hit points,
Chakra points, resistances jutsu known, traits, skills, etc.
121
ABOLETH
Four long tentacles writhe from this three-eyed,
fish like creature’s flanks, and its green body
glistens with thick, clear slime. Alien, Cold hearted
and endlessly plotting, the Aboleth once ruled their
own world with vast empires and see all other life-
forms as food or slaves…sometimes both. Huge
creatures this Aboleth are, often 25 feet long, and
weighing 6000+ pounds.
These Aberrations live in the darkest reaches of the
sea, in grotesque cities build in nauseating cyclopean
styles. They are served by countless slaves stolen from
every nature, bound by their alien abilities and forced to
survive underwater, having their air breathing
capabilities stolen, by their Aboleth masters.
While this creature can cast B-Rank jutsu, if it does, it
becomes unable to cast such jutsu again, at that rank, for
the next minute.
Alien Anatomy. Hostile creatures suffer a -5 penalty to all checks made to gain
any information on this creature such as Hit points, Chakra points, resistances
A-Rank, Solo, Caster, Gargantuan Aberration, Prof +5 jutsu known, traits, skills, etc.
Level: 7 (100 XP), Tenacity Die: 21
Armor Class 19 (Alien Armor), DR: 7 Genjutsu. +9 to hit, (Genjutsu save DC 17)
Hit Points 285 (7d8 HD) D-Ranks (Cost 5): Bane, Cause Fear, Corruption: Animus, Psionics: Cut
Speed 30 ft. Fly/Swim, Initiative +8 C-Ranks (Cost 9): Corruption: Cruelty, Corruption: Malfeasance, False Visions
B-Ranks (Cost 14): Slow
STR DEX CON INT WIS CHA Ninjutsu. +11 to hit, (Ninjutsu save DC 19)
14 (+2) 14 (+2) 14 (+2) 18 (+4) 17 (+3) 12 (+1) D-Ranks (Cost 5): Hidden Mist, Water Pillar Thrust, Water Shuriken
C-Ranks (Cost 9): Four Shark Rain, Water Bullet, Water Trumpet, Whales Torrent
Saving Throws Str +5, Dex +5, Con +8, Int +10, Wis +6, Cha +4
Skills Athletics +7, Deception +7, Illusions +7, Intimidation +7,
Nature +7, Perception +7, Stealth +12, Survival +7 Multiattack 2. The Aboleth uses its Painful Echo twice.
Damage Resistance: Psychic, Cold, Necrotic Painful Echo. Genjutsu Area Attack: DC17 Wisdom Save, reach 30 ft radius., all
Condition Resistance: All Mental creatures of choice. Success: No damage, Failure: 3d6 psychic damage and 1
Condition Vulnerability: Shocked, Dazed rank of concussed.
Senses passive Perception 17, Blindsight 60ft Water Blast. Ninjutsu Area Attack: DC19 Dexterity Save, reach 20 ft cone., all
creatures of choice. Success: 2d6 Cold Damage, Failure: 5d6 cold damage.
Foreign Entity. The Aboleth is completely foreign to this world. It has no chakra
Aboleth’s Force. By spending 3 Tenacity die, when creatures would fail a saving
pool, instead spending its increased Tenacity die pool to cast jutsu. The Aboleth is
throw as a result of the Aboleth’s jutsu, the affected targets are Staggered for
immune to chakra damage and effects that would remove chakra molding. The
1 minute. Staggered targets must spend their action to make a DC 17
Aboleth also regains 3 Tenacity die at the beginning of each of its turns. Jutsu the
Constitution saving throw to end this effect.
Aboleth casts cost an amount equal to its rank and ignores normal component
requirements; (D-Rank: 1 die, C-Rank 2 die, B-Rank: 3 die)
Potent Casting. Twice per combat, the Aboleth can maximize the damage dealt The Aboleth takes one Elite Action at the end of another creatures turn, once
by a jutsu it casts. each creatures turn to do one of the following or can spend his Elite Action to
Torque Casting. When the Aboleth would cast a Ninjutsu or Genjutsu while it has an gain an additional reaction. It regains spent Elite Actions at the beginning of each
Elemental condition, it can reduce the rank of said condition by 1, when it does, of its turns.
the next time a creature would fail a saving throw by the Ninjutsu or Genjutsu the
Attack. The Aboleth makes two attacks with its Water Blast, Painful Echo, or
Aboleth casts it gains 1 rank of the reduced condition.
Casts a Jutsu of C-Rank or lower.
Alarm. When the Aboleth takes damage, all other Aboleth’s within 1 mile of it,
becomes aware. Water Shield. The Aboleth manifests a barrier made of water as a reaction,
Alien Regeneration. The Aboleth regains 30 hit points, at the start of each of its reducing incoming damage by 7d6. If the damage type is Earth, it ignores this
turns. This regeneration is dispelled for 1 round if it takes Lightning Damage, or it damage reduction. This Shield cannot be used while you are gaining the
begins its turn shocked. benefits of Psychic Shield.
Psychic Shield. The Aboleth manifests a bubble of Psyonic energy as a reaction,
gaining 5d8 temporary hit points until the end of the current turn. This Shield
Alien Existence. The Aboleth is immune to effects that would banish, teleport or cannot be used while you are gaining the benefits of Water Shield.
move it against its will, by any means.
Move. The Aboleth can move its full movement.
122
ACOLYTES
ADEPTS
ALCHEMIST
123
ARISTOCRAT
Aristocrats form the social elite of a nation, though this
does not mean that they are of noble birth. Often
choosing to focus on Social skills over combat potential.
EBENEZER SCROOGE
The unmatched business mogul of the Land of Holidays,
functioning as its unofficial Daimyo due to the wealth
and power he has over the political sphere of the region.
Scrooge is a cruel and foul person, destroying all labor
laws within the region, enforcing child labor, instituting
low pay as the standard and even making his employee’s
work through holidays.
Scrooge wants nothing more than profit, above all else
and is willing to sacrifice anyone to get it. If only the
ghosts of his past would catch up to him, maybe then he
could change.
Can You Afford it?. Creatures who Ebenzer deals damage to who does not
have the Noble background, must make a DC 16 Strength saving throw. On
S-Rank, Iconic Solo, Controller, Executive, Prof +6 a failed save they fall prone as they cannot afford to stand in his presence
Level: 12 (100 XP), Tenacity Die: 12 at this moment.
You Work For Me Now. When a Hostile creature is reduced to 0 hit points,
Armor Class 26 (Ryo Armor)
they regain all of their hit points, but are now see Ebenezer as their Boss.
Hit Points 615
These Creatures are now allied to Ebenzer and see their previous allies as
Chakra Points 714
hostile creatures. Attempting to resist this, they must make a DC 27
Speed 30 ft, Initiative +13
Charisma saving throw, ending this effect on a success.
124
125
ASSASSINS
126
ANIMALS Axolotls are rare to find in the world due to excessive
Powerful primal beasts who own the wildlands.
hunting, as the healing properties of the Axolotl are
Creatures that are not as adept as a Sage Beast, but
desirable for research and medicinal purposes. Trace
still kings and queens of their own domain. Animals
amounts of these creatures can be found in the Hidden
listed here will be variants that can be hostile and
Rain, Hidden Waterfalls, Land of Waves, and Land of
are worth stating. Creatures such as cats and dogs
Water. Artist Credit: [Link to Source]
whom are domesticated or are not likely to engage
in combat will not be given space in this document.
AXOLOTL
Axolotls are a species of Salamander that remain in their
tadpole form throughout the entirety of their lives. They
are docile and gentle creatures that possess incredible
regenerative properties. They are rarely known to attack
people unless the person has proven they are indeed a
threat, otherwise they tend to be helpful and kind. They
are usually incredibly small, though some shinobi have
reported seeing exceptionally large Axolotls from time
to time.
Friendly Face. Creatures who see the Axolotl feel a sense of calm
and must make a DC 16 Charisma saving throw, becoming
E-Rank, Tiny Beast, Standard, Supporter, Prof +3
Charmed for the next minute. Creatures immune to the Charmed
Level: 1
condition are unaffected by this trait.
Armor Class 12 Ocean Dweller. The Axolotl can breathe in both air and water.
Hit Points 16 For each minute submerged in water, the Axolotl recovers
Chakra Points 18 50% of its maximum hit points, and regenerates any missing
Speed 55 ft (Swim), Initiative +2 limbs. They also add their level (+1) to Medicine checks.
Saving Throws Str +3, Dex +3, Con +8, Int -1, Wis +5, Cha +2 Rejuvenating Aura. By spending 20 chakra, the Axolotl can exude
Skills Chakra Control +13, Medicine +14, Survival +10 an aura of medical chakra within 15 feet for the next ten minutes.
Creatures feel an immediate relaxation, removing all ranks of
Senses passive Perception 14
any Mental conditions they possess from a hostile effect of A-
Language Common
Rank or lower. At the end of each minute, creatures recover 25
hit points and remove all ranks of any one condition or disease
affecting them from an effect of A-Rank or lower. Creatures who
receive healing for the entire duration, gain 50 temporary hit
points for the next 24 hours.
127
BEAR
A forest dwelling omnivore that is generally not
dangerous unless threatening its cubs or food
supply. Bears appear in a variety of colors and can
survive in a variety of environments.
A-Rank, Large Beast, Elite, Striker, Dinosaur Bushi, Prof +5 Dinosaur. The Tsurugiraptor is immune to Genjutsu.
Level: 8, Tenacity Die: 4 Samurai Master. Weapons wielded by Tsurugiraptor impose disadvantage on
rolls to disarm or break their weapons. While disarmed, the Tsurugiraptor’s
Armor Class 22, DR 6 speed is doubled and it may Disengage or Dodge as a bonus action.
Hit Points 276 Way of the Blade. Once per turn, ignore up to 10 DR on a damage roll.
Chakra Points 170
Speed 50 ft, Initiative +7
Bukijutsu. +13 to hit, (Taijutsu Save DC 21)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): 3-Lateral Slash, Breath of Beasts: Fang, Crippling Strike,
24 (+7) 17 (+3) 20 (+5) 8 (-1) 14 (+2) 6 (-2) Nobunaga’s Courage, Yosaku Cut (Can use Broadsword)
C-Ranks (Cost 9): Breath of Beasts: Devour, Brutal Block, Earth Breaker (Can use
Saving Throws Str +9 (+1d6), Dex +8, Con +7 (+1d6), Int +0, Wis +6, Cha +0 Broadsword), Heaven Cutter, Falling Blade, Shockwave Slash
Damage Resistance Slashing, Bludgeoning B-Ranks (Cost 14): Combo Vault, Ichimonji
Condition Resistance Grapple, Restrained, Slowed
Skills Athletics +12, Acrobatics +8, Insight +7, Intimidation +9, Martial Arts
+17, Perception +7 Multiattack 2. The Tsurugiraptor makes two attacks using its Bite or Katana.
Senses Passive Perception 17 Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit. 11 (1d8+7) piercing
Senses Common (Comprehend but cannot speak) damage. On a roll of a 16-20, the target gains a rank of Lacerated. This attack may
be used in place of a Finisher, dealing an extra +3d8 damage plus one rank of
Bushido Master (Affiliation, Unique). Attacks made by the Lacerating on a hit.
Tsurugiraptor cannot be made at disadvantage and score a critical Giant Broadsword. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 12
hit on an 19-20. Also, twice per action the Tsurugiraptor may (1d10+7) slashing damage. On a roll of an 18-20 or Parry, the target is knocked
spend 5 chakra when it makes an attack with its Broadsword to back 10 feet (the Tsurugiraptor can move up to the target without spending extra
target all creatures within 5 feet of the target within reach, dealing movement.) On a 20 or Parry, the target also falls prone.
half damage and the same effects on a hit.
Parry. As a reaction, when the Tsurugiraptor would be hit by an attack with a
Decisive Battle (Affiliation, Unique). The Tsurugiraptor was taught weapon, it can contest the triggering attack roll with a Martial Arts check so long
to make the most use of its strength at the beginning to catch as it has its broadsword. If it succeeds, it deflects the attack in its entirety and
enemies by surprise. For 3 rounds from the start of initiative the makes a melee weapon attack against the creature, scoring an automatic crit.
Tsurugiraptor has advantage on first two attacks it makes per
turn, gains a +15 bonus to speed and ignores difficult terrain, and
gains a +1d8 bonus to damage rolls.
The Tsurugiraptor takes one Elite Action at the end of another creatures turn, once
Tyrannic Might (Clan, Unique). The Tsurugiraptor gains a +1d6 each round to do one of the following or can spend its Elite Action to gain an
bonus to Strength/Constitution checks and saving throws. It also additional reaction. It regains spent Elite Actions at the beginning of each of its turns.
cannot be pushed/knocked prone by any creature that is Medium
Attack. The Tsurugiraptor makes one attack with one its weapons or casts a jutsu of
or smaller, and effects that would knock it back are halved. Lastly,
C-Rank or lower.
deal double damage to structures, objects, and constructs.
Dodge Roll. The Tsurugiraptor moves up to half its speed. Also, until the end of the
129turn in initiative, it gains either advantage on its next Dexterity saving throw or
next
imposes disadvantage on the next attack made against it.
HORSE
An herbivorous creature that is highly praised for its
incredible speed, tenacity, and loyalty. Few horses can be
found in the wild, but those can be found typically reside
in grassy mountainous plains near rivers and streams. A
great many horses are bred for aiding warriors and
shinobi in battle, known as Warhorses.
Armor Class 14 Nimble (Clan). The Horse (Basic) has advantage on Dexterity
Hit Points 31 saving throws and ability checks. They also have advantage on
Chakra Points 31 Dexterity Skill checks for the Maintain Balance, skill-based
Speed 45 ft, Initiative +5 action, and may take this skill-based action as a bonus action.
Saving Throws Str +9, Dex +10, Con +5, Int +1, Wis +4, Cha +0
Skills Athletics +15, Perception +9, Survival +9 Hooves. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit.
Senses passive Perception 19 2d10+5 bludgeoning damage. On a roll of a 16 or higher, inflict 1
rank of Bruised. On a critical hit, the target is also Dazed.
130
SPARROWPANDA (ALPHA)
Sparrowpandas are monstrous creatures that have the
stature, strength, and temperament of a bear, but with
the appearance of panda-like fur, and the head and
wings of a sparrow. These creatures are likely the result
of illegal genetic experimentation done on local wildlife,
though no scientists have come forward claiming the
monster to be their own and despite the efforts of law
enforcement, no arrests have been made.
Nevertheless, the Alpha Sparrowpanda is one of three
variants of this creature. The Alpha possesses the most
bird-like appearance compared to the Primal and Savage
variants. Alphas are also the most strategic and cunning
of all Sparrowpandas, making them notoriously difficult
for even Elite Jonin to deal with. These creatures can be
found within the mountainous regions of the Land of
Stone.
Saving Throws Str +11, Dex +11, Con +9, Int +0, Wis +7, Cha +2 Multiattack 3. The Sparrowpanda (Alpha) makes 3 attacks with its Talon Swipe, or 2
Skills Acrobatics +14, Athletics +14, Intimidation +8, Perception +13, attacks with its Talon Swipe and one of its listed attacks.
Stealth +14 Talon Swipe. Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit: 15 (3d6+5)
Damage Immunity: Wind, Fire Slashing damage. On a roll of a 16 or higher, the target gains 2 ranks of Lacerated.
Damage Resistance: Slashing, Piercing Feather Barrage (5 Chakra). Area Weapon Attack: DC 20 Strength, reach 60-foot-long line
Damage Vulnerability: Psychic 10-foot-wide line, all targets. Success: Half damage, no effects. Failure: 10d4 piercing
Condition Immunity: Burned, Bleeding, Stunned damage, Weakened. Critical Failure: Same effects as failure plus Slowed. The affected
Senses passive Perception 23, Darkvision (90ft.) area becomes difficult terrain.
Lightning Breath (10 chakra). Area Weapon Attack: DC 20 Dexterity, reach 30-foot cone,
Agile Tactics. Unless two targets are adjacent to you, or you are all targets. Success: No damage or effects. Failure: 7d8 lightning damage, 2 ranks of
restrained, attacks against you have a -1d6 penalty. Additionally, you Shocked. Critical Failure: Same effects as a failure plus Stunned until the end of the
ignore movement penalties and difficult terrain. creature’s next turn.
Divide and Conquer. When the Sparrowpanda (Alpha) hits a target or a
target fails a saving throw against it, it may spend 5 chakra, knocking
the target back 15ft. The Sparrowpanda (Alpha) gains a +15 bonus to The Sparrowpanda (Alpha) takes one Elite Action at the end of another creatures turn, once
movement speed for the current turn and has advantage on the next each round to do one of the following or can spend its Elite Action to gain an additional
attack roll and +2 to critical threat range it makes against a target reaction. It regains spent Elite Actions at the beginning of each of its turns.
knocked back by it. Attack. The Sparrowpanda (Alpha) makes two attacks with one of its listed attacks or Casts
Terror of Nature. The Sparrowpanda (Alpha) has advantage on initiative a Jutsu of C-Rank or lower or uses a feature.
checks, and all creatures below it in initiative who have never seen a Wing Beat. The Sparrowpanda (Alpha) beats its wings creating a gust of wind around itself.
Sparrowpanda (Alpha) before in person gain 2 ranks of Fear against it. All creatures within 20 feet must succeed a DC 19 Dexterity saving throw or be knocked
The Sparrowpanda (Alpha) has advantage on attack rolls against back 15 feet and fall prone. The Sparrowpanda (Alpha) the moves up to half its
Frightened targets. movement speed.
Panda Bombs (3 per combat). The Sparrowpanda (Alpha) removes one of its “Panda
bombs” off its body and throws it as a space within 60 feet. All targets within 15 feet of
Genetic Superiority. The Sparrowpanda cannot make ability checks or
the bomb must succeed a DC 19 Constitution saving throw or become Poisoned and
saving throws at disadvantage.
Blinded until the end of their next turn. The affected area remains covered in smoke for
Tactical Hunter. The Sparrowpanda (Alpha) when under the effects of a the next minute.
hostile Genjutsu or Fuinjutsu, may spend a Tenacity Die as a reaction
to cast Chakra Dispel, using Strength. 131
WOLF
A highly adaptable and intelligent creature. Wolves are
primarily carnivorous creatures that can be found all
across the world in a multitude of different climates.
While not particularly strong physically compared to
other carnivorous beasts, what sets Wolves apart is their
ability to work together in large packs and strategically
take down their prey.
STR DEX CON INT WIS CHA Multiattack. The Wolf (Basic) may make two attacks with its
14 (+2) 19 (+4) 14 (+2) 8 (-1) 15 (+2) 6 (-2) Bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit.
Saving Throws Str +4, Dex +7, Con +4, Int +0, Wis +5, Cha -1 1d6+4 piercing damage. On a roll of an 18-20, the target gains 1
Skills Insight +8, Perception +8, Stealth +10, Survival +11 rank of Bleeding.
Senses passive Perception 18
Grab. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit:
1d6+4 piercing damage. If the target is a creature of a size equal
Pack Tactics (Clan). The Wolf (Basic) has advantage on
to or smaller than the Wolf, the target must succeed a DC 15
melee attack rolls if one or more its allies is within 5 feet
Strength saving throw or be knocked prone.
of the target so long as the ally is not incapacitated.
Saving Throws Str +6, Dex +9, Con +5, Int +2, Wis +7, Cha +0 Multiattack. The Wolf (Giant) may make two attacks with its Bite.
Skills Insight +10, Perception +10, Stealth +12, Survival +14
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit. 1d10+5
Senses passive Perception 20
piercing damage. On a roll of a 16-20, the target gains 1 rank of
Bleeding.
Bestial Pack Tactics (Clan). If the Wolf (Giant) makes a
melee attack against a target and one or more of its allies Grab. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit. 1d10+5
within 5 feet of the target, it makes its attack roll at piercing damage. If the target is a creature of a size equal to or
advantage and deals an extra 2 die of damage on a hit, so smaller than the Wolf, the target must succeed a DC 17 Strength
long as the ally is not incapacitated. saving throw or be knocked prone and the Wolf (Giant) may drag the
target up to half its movement speed.
132
133
BANDITS
BARDS
BEAST MASTER
134
BERSERKERS
Berserkers are often seen as brutal and merciless.
Often walling themselves off in tribes akin to clans,
but less reliant on blood ties. Berserkers are terrifying
A-Rank, Striker, Beast, Beast Tribe, Prof +6
opponents, always throwing themselves into the heat
Level: 11 (10 XP)
of battle, becoming far more animal than human.
Berserkers are always recruited by power-hungry
Armor Class 23 (Heavy Armor), DR: 12
warlords or hired as mercenaries when Shinobi are too
Hit Points 226
expensive.
Chakra Points 134
Berserker Beasts are a faction found within the Beast STR DEX CON INT WIS CHA
Tribe. A pseudo-clan of tribesman who are all adept at 21 (+5) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 14 (+2)
harsh martial combat. These tribesman are organized
into groups following different beasts and Leo is Saving Throws Str +11, Dex +9, Con +10, Int +3, Wis +4, Cha +4
representative of the Powerful Lion. Leo’s are powerful Skills Athletics +17, Acrobatics +9, Intimidation +14, Perception +8,
Warriors who wears a steel mask in the shape of a lion Survival +8, Martial Arts +17
that prefers the intimidating strength of a battle-axe Damage Resistance: Bludgeoning, Piercing, Slashing
over the elegance of a Katana or otherwise. Often Damage Vulnerability: Poison
carrying their children with them to watch and learn. Condition Immunity: Bleed, Concussed, Paralyzed, Stunned
These children though, are not helpless, and often aim Senses passive Perception 28 (Beast Senses)
to support their parents in battle by encouraging them in
some way shape or form. Lions Fury (Role, Unique). Each time Leo would deal damage to a
creature with its weapon, its next weapon damage roll increases
Artist Credit: [Link to Source] by 1 damage die. This stacks with itself up to 3 times, and resets
to no bonus damage at the beginning of its next turn.
Progenitor of the Next Generation (Affiliation, Unique). The
first time Leo would deal damage to a hostile creature, all of its
allies gain a +1 bonus to their AC, until the end of their next turns.
Beast Senses (Clan, Unique). Leo gains a +10 bonus to its
Perception and passive perception. (Added)
Saving Throws Str +5, Dex +1, Con +0, Int +0, Wis +0, Cha +0
E-Rank, Supporter, Beast, Beast Tribe, Prof +3 Skills Athletics +8, Acrobatics +7, Martial Arts +8
Level: 2 (10 XP) Senses passive Perception 10
Armor Class 16 (Light Armor) Encouragement (Affiliation, Unique). Leo Kid encourages their
Hit Points 29 parent/mentor. If a higher-level member of the Beast tribe is
Chakra Points 23 within 30 feet of the Leo Kid, they gain a +1 bonus to their AC, to
Speed 50 ft, Initiative +2 hit, Damage, and DR.
135
BERSERKER BEAST, VIRG
Berserker Beasts are a faction found within the
Beast Tribe. A pseudo-clan of tribesman who are all
adept at harsh martial combat. These tribesman are
organized into groups following different beasts and
Virg is representative of the powerful Bear. Virg’s
are savage warrior who wears a wooden mask in the
shape of a bear. They prefer Iron Claws as a combat
instrument over the clumsiness of a battle-axe.
Virg’s are more spiritually attuned than their
cousins in the Beast Tribe, able to manifest a
spiritual construct of their primal guide, the Bear.
This construct, while powerful, is capable of
fighting on the Virg’s behalf in dire situations.
Bear Totem (Clan, Unique). The Virg can spend 50 chakra and an
Action to manifest its Bear Totem guide. This Spirit is a chakra
A-Rank, Defender, Beast, Beast Tribe, Prof +6
construct, acts at the end of the Virg’s turn, and uses the
Level: 11 (10 XP) Statistics of a B-Rank, Bear Tribe, Sage Beast, and spends the
Virg’s chakra if it casts a jutsu (It does not have its own slots). If
Armor Class 23 (Medium Armor), DR: 13
this construct is reduced to 0 hit points, it cannot be summoned
Hit Points 228
for the remainder of this combat.
Chakra Points 149
Speed 40 ft, Initiative +6
Taijutsu. +11 to hit, (Taijutsu save DC 19)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Bolting Blossom, Brace, Cerberus Strike, Demon
20 (+5) 14 (+2) 16 (+3) 13 (+1) 19 (+4) 15 (+2)
Fist
C-Ranks (Cost 9): Beast, Erupting Falling Stomp, Evening Heavenly
Saving Throws Str +11, Dex +5, Con +9, Int +4, Wis +10, Cha +5 Crush
Skills Athletics +17, Perception +16, Survival +8, Martial Arts +17, B-Ranks (Cost 14): Breaker Fist, Cherry Blossom Impact, Glimmer
Nature +13 Dragon.
Damage Resistance: Bludgeoning, Piercing, Slashing
Damage Vulnerability: Poison
Condition Immunity: Bleed, Concussed, Paralyzed, Stunned
Multiattack 2. Virg makes 2 attacks with its Savage Iron Claws.
Senses passive Perception 26
Savage Iron Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one
Bears Savagery (Role, Unique). Each time the Virg takes damage, target. Hit. 1d8+5 Slashing damage. On a roll of 17 or higher,
they gain a Totem Die (D4). They can have up to 10 Totem die at target gains 2 ranks of Lacerated.
a time. These Totem die can be spent to increase the Virg’s non- Primal Rage. By spending 4 Totem Die. The Virg enters a primal
Jutsu based damage rolls. rage as their eyes glow green and their muscles grow in size. For
Primal Bond (Affiliation, Unique). While the Virg is in initiative the next minute, this creature doubles its DR, and its Savage Iron
with another member of its tribe, those creatures (Excluding Claw damage die becomes 2d6, but all creatures gain advantage
other Virg’s) gain an additional +10 DR. on attacks targeting it.
136
Ninjutsu. +11 to hit, (Ninjutsu save DC 19)
C-Ranks (Cost 9): Bedrock Skin
B-Rank, Defender, Large Beast, Beast Tribe, Prof +6 B-Ranks (Cost 14): Stone Bamboo Shoot
Level: 12
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit.
20 (+5) 10 (+0) 22 (+6) 10 (+0) 12 (+1) 10 (+0) 1d12+5 Slashing damage. On a roll of 15 or higher, automatically
grapple the target.
Saving Throws Str +11, Dex +3, Con +12, Int +3, Wis +7, Cha +3 Kuma Roar. As an action the Bear Totem Guide forces all hostile
Skills Athletics +11, Perception +7, Survival +7 creatures within 20 feet of it to make a DC 19 Wisdom Saving
Senses passive Perception 17, Darkvision (60ft), Keen Smell throw. On a failed save, they become demoralized for 1 minute,
suffering a 1d4 penalty to attack rolls they make. Affected
Kuma Flex. The Bear Totem gains +6 DR. creatures can spend its action to remake this saving throw to end
Kuma Toughness. The Bear Totem gains a 1d4 bonus to Strength this effect.
and Constitution saving throws.
137
CONSTRUCT
An animated object or artificial being, constructs are
creatures that do not follow the normal rules or laws that
a biological creature does. Artificial constructs, while
often autonomous are not independently intelligent and
also lack traditional Wisdom and Charisma as most
people would understand it.
C-Rank, Striker, Large Construct, Experiment (Failed), Prof +5 Taijutsu. +12 to hit, (Taijutsu save DC 19)
Level: 9 D-Ranks (Cost 5): Iron Strike, Royal Guard
C-Ranks (Cost 9): Beast, Erupting Falling Stomp
Armor Class 19 (Natural Armor), DR: 6 B-Ranks (Cost 14): Cherry Blossom Impact
Hit Points 136
Chakra Points 105
Speed 50 ft, Initiative +7 Multiattack 2. Obsidian Golem makes two attacks using its
Obsidian Fists.
STR DEX CON INT WIS CHA
Obsidian Fists. Melee Weapon Attack: +11 to hit, reach 10ft., one
22 (+6) 14 (+2) 21 (+5) 10 (+0) - -
target. Hit. 2d8+6 Bludgeoning damage. On a roll of 17 or higher,
target gains 1 rank of Bruised.
Saving Throws Str +11, Dex +7, Con +10, Int +1, Wis +1, Cha +1
Obsidian Rush. By spending 15 Chakra and an Action, the Obsidian
Skills Athletics +15, Perception +5
Golem can move up to twice its movement and cast any two
Damage Immunity: Psychic, Poison, Necrotic
Jutsu it knows. Once it does this it cannot move or take actions
Damage Resistance: Cold, Slashing, Piercing
until the end of its following turn.
Damage Vulnerability: Lightning, Acid
Condition Immunity: All Mental, All Sensory, Bruised, Bleed,
Dazed, Stunned
Senses passive Perception 15, Tremor sense (40ft)
Obsidian Engine (Unique). The Omicron Golem can cast its Jutsu
using its Hit points.
Obsidian Weapons (Unique). The Omicron Golem Ignores effects
that would reduce its to hit bonus.
Mindless (Unique). The Omicron Golem is immune to Charisma
based effects.
138
TANZANITE GOLEM, THETA
The Tanzanite Golem was a line of constructs given
form and pseudo life by an ambitious researcher
from the land of Lightning sometime after the 4 th
great ninja war. Encountering some strange
materials now known as Theta Steel the researcher
brought his findings to the Lightning Daimyo,
saying that this could revolutionize warfare. The
Daimyo agreed and funded his continued research
for the next 4 years. Confident this creation would
end the need and reliance on Shinobi, the researcher
did heavy research into gravity, magnetics and
autonomy.
Unfortunately this would be his downfall as his work
would be sabotaged by Kumogakure itself. This Sabotage
would spell the end he didn’t account for. Killed by his
own machine.
Once believed to be only be a few example models,
turned out to be a fully atonomous collective that can
replace and upgrade themselves without human
assistance. Guided by the researcgers last words to “End
the worlds reliance on ninja.” The activate and seek to
destoy any person seen with a shinobi’s headband.
139
CITRINE GOLEM, LAMBDA
The Citrine Golem are a line of constructs only
found in the Land of Wind in its southern regions.
Often found buried deep beneath the sands and
inactive, they sometimes activate when approached
by those who can manipulate chakra beyond what a
normal human can, such as a Shinobi or Samurai.
When active, they wreak havoc, using special seals
carved directly into its frame that has Ninjutsu and
Genjutsu sealed within. It is unknown how old these
golems are or who created them. It is only known
that when approaching a Ruin these are to be seen
or found somewhere.
B-Rank, Defender, Large Construct, Relic, Prof +5 Ninjutsu. +9 to hit, (Ninjutsu save DC 17)
Level: 9 D-Ranks (Cost 5): Flame Bolt, Hellfire Rejection, Scorching Ray
C-Ranks (Cost 9): Dragon Flame Bombs, Dance of Fire
Armor Class 22 (Natural Armor), DR: 11 B-Ranks (Cost 14): Fire Wall
Hit Points 167
Taijutsu. +10 to hit, (Taijutsu save DC 18)
Chakra Points 135
C-Ranks (Cost 9): Erupting Falling Stomp
Speed 40 ft, Initiative +7
B-Ranks (Cost 14): Cherry Blossom Impact
140
MAGMA GOLEM, SCALDAROC
The Magma Golem is a line of constructs given form
and pseudo life by through witchcraft and illegal
construction of weapons within the Land of Iron.
Deep within the Land of Iron a terrorist
organization known as the Nanika sought to gain
control over the Three Wolves mountains, but their
skills were greatly outmatched by the Fierce
Samurai of the Land of Iron. So, these criminals
sought to create a line of machines that could easily
handle entire platoons of Samurai, melting their
weapons and armor to pieces.
Using a magma-based core, these machines proved to
be formidable. However, their fuel was quickly expended
within mere minutes activation, so these rebels sought
to find an alternative solution. The knowledge of
Ninjutsu and Fuinjutsu within the Land of Iron is
limited, but one member in particular possessed
connections to the Witches of the Land of Cackles. Using
magic, these machines were given life with a core that
never ceases burning.
However, use of forbidden magic never ends well. The
flames proved too great and melted these machines until
almost nothing but the arms remained due the material
being more heat resistant. Their ability to be
commanded, also destroyed, with only a semblance of
direction remaining within their cores, imbedded by the
Witches “Destroy all Samurai”. These creatures, however,
are not able to make a distinction between friend or foe,
unfortunately.
Saving Throws Str +7, Dex +3, Con +11, Int +1, Wis +1, Cha +1 Magmaic Fists. Melee Weapon Attack: +12 to hit, reach 5ft., one target.
Skills Chakra Control +14, Martial Arts +15 Hit. 3d4+7 Bludgeoning damage. If the Golem rolls two or more 3-4s
Damage Immunity Psychic, Poison, Necrotic, Fire on this attack’s damage die, the target gains 1 rank of Burned.
Damage Resistance Bludgeoning, Slashing, Wind Magma-Core Globe Roll. By spending 20 chakra and its action, the
Damage Vulnerability Cold, Chakra Scaldaroc Golem can grab its core and create an equally sized
Condition Immunity All Mental, All Sensory, All Mental, Burned, globe of magma from it. The golem lifts the globe up high and
Bleed, Dazed, Stunned throws it in a 30-foot long line. The globe is 10 feet wide. Make a
Senses passive Perception 13, Blindsight (60ft) melee weapon attack and compare the result against the AC of
each creature within range of the globe. On a hit, the target takes
Eternal Magma-Core (Unique). When the Scaldaroc Golem takes 5d8+5 fire damage and is Burned. A pool of magma is left behind
Fire damage, it recovers hit points and chakra points equal to where the globe traveled until the end of your next turn, causing
the damage dealt. The Scaldaroc Golem may choose to not creatures that enter or start their turn in it to take 10 fire damage.
reduce Fire damage it receives by its innate DR. After using this attack, the Golem is Weakened and Slowed until
Overheat (Unique). When the Slacdaroc Golem deals damage with the end of its next turn.
its jutsu, it deals an additional amount of flat fire damage equal to
the amount of damage die rolled.
141
FROST GOLEM, CRAJICE
The Frost Golems are a rare line of constructs given
sentience through unknown methods. The origins of
these creatures is not fully known as the records
behind its creation have been lost to genocide. It is
believed that these Golem were created by the Yuki
clan amidst their persecution in the aftermath of the
Land of Water’s Civil War. Many Yuki were tracked
down and murdered for fear of their kekkei genkai’s
power, and those who remained went into hiding.
These Golems are believed to have been created by
Yuki with exceptionally powerful ice release, as unlike
other Golems, Frost Golems are exceptionally more
powerful and hold a higher degree of intelligence. They
commonly reside in deep caverns or frosted mountains
within the Land of Water, seemingly protecting
something. One group of Shinobi, tasked with learning
more about these creatures bested one in combat, and
upon exploring the area which it guarded, the remains of
Yuki Clan members were found. For what reason do
these constructs wish to protect these gravesites, and
what jutsu could’ve given these beings the ability to
persist in the world long after their creators have
passed?
Artist Credit: [Link to Source]
Frosty. Water the Frost Golem comes into contact with, that does not originate from
B-Rank, Huge Construct, Elite, Defender, Yuki Guardian, Prof +6
itself, instantly freezes, becoming difficult terrain for everyone but itself and Yuki
Level: 11 (40 XP), Tenacity Die: 6 clan members. For jutsu with the Water Release keyword that effect it, this effect
occurs at the end of its next turn. Additionally, the Frost Golem counts as a
Armor Class 24 (Natural Armor), DR: 12
sufficient source of water for Jutsu.
Hit Points 444
Chakra Points 352 Ice Armor. The Frost Golem gains 11 temporary hit points at the beginning of each
Speed 40 ft, Initiative +6 of its turns.
Wrath of the Yuki. When the Frost Golem deals cold damage, increase the damage
STR DEX CON INT WIS CHA dealt by +5, up to twice per turn. Upon inflicting the 6th rank of chilled on a hostile
20 (+5) 17 (+3) 25 (+7) - 16 (+3) - creature, the cold energy explodes petrifying the target until the end of their next
turn. Once unpetrified, the creature’s ranks of chilled drop to only 2.
Saving Throws Str +11, Dex +6, Con +13, Int +3, Wis +9, Cha +3
Skills Athletics +11, Perception +15, Martial Arts +17
Damage Immunity Psychic, Poison, Necrotic, Cold Hijutsu (Yuki). +13 to hit, (Taijutsu save DC 21)
Damage Resistance Bludgeoning, Slashing, Chakra D-Ranks (Cost 5): Ice Daggers, Ice Prison, Ice Dome of Nothingness
Damage Vulnerability Fire, Acid C-Ranks (Cost 9): Certain-Kill Ice Spears, Frozen Capturing Field, Ten Thousand Ice
Condition Immunity All Mental, All Sensory, All Mental, Chilled, Petals
Bleed, Dazed, Stunned B-Ranks (Cost 14): Tearing Dragon, Fierce Tiger, Twin Dragon Whirlwind
Senses passive Perception 25, Tremor Sense (120ft)
Taijutsu. +12 to hit, (Taijutsu save DC 21) [See the Team 7 Handbook]
D-Ranks (Cost 5): Ripple of Wind: Air Whip, Ripple of Wind: Sonic Boom, Ripple of
Frozen Heart (Unique). Jutsu the Frost Golem casts with the
Water: Tidal Palm
Water Release keyword have their damage die increased by 1
C-Ranks (Cost 9): Ripple of Water: Torrential Fist
step, and inflict 1 (additional) rank of Chilled on a hit or failed
saving throw, once per turn.
Frozen Body (Unique). The Frost Golem exudes a passive aura of
Multiattack 3. The Frost Golem can make up to three attacks with its Ice Claws.
frost. Hostile creatures that would take damage from the Chilled
condition while within 30 feet of the Golem take increase their Ice Claws. Melee Weapon Attack: +13 to hit, reach 10ft., Unarmed, one target. Hit.
damage taken by 1 step, and take the maximum possible damage. 3d6+5 Cold damage. On a roll of 17-20, the target gains 1 rank of Chilled, and is
Additionally, jutsu with the Water, Wind, or Fire release keywords also slowed until the end of their next turn.
cast by these creatures while within this range has their Attack and Frost Breath (Recharge: Bonus Action + 1 Tenacity Die). Area Weapon Attack: DC
Save DC reduced by -1. Any die rolled as part of the jutsu (DR, 21 Strength, reach 45-foot Cone, all non-Yuki/Frost Golem targets. Success: Half
damage, THP, recovery, etc) is also reduced by -2 (Min. 0). damage. Failure: 4d12 cold damage and 1 rank of Chilled. Critical Failure: 6d12
Frozen Soul (Unique). The Frost Golem is immune to Intelligence cold damage, 1 rank of Chilled, and Stunned until the end of creature’s next turn
and Charisma based effects. Frost Golems will not immediately as they are incased in ice. The area affected freezes, becoming difficult terrain.
harm a member of the Yuki clan, and can be calmed by them.
The Frost Golem takes one Elite Action at the beginning or end of each round to
142 move or take an additional Action.
either
PAPER GOLEM, ORIGAMI
The Paper Golem are a line of constructs found all
throughout the Land of Fire, usually in large-scale
receptacle deposits (landfills) or, in some rare cases,
libraries. The reason for these odd locations is that these
Golem’s manifest from paper, in any shape or form.
According to the testimony of one victim, a well-
respected psychiatrist, these Golems are the result of a
member of the Kurama clan, a young girl. This girl was
the psychiatrist’s patient, and she was plagued with
nightmares and terrifying visions throughout her life. In
an effort to understand what she was seeing she was
asked to draw her visions on paper. She did as such, any
many horrible abuses were later discerned from these
drawings, ending her troubles.
However, following a leak of patient files, these
drawings were leaked to the public. High in abundance,
these papers traversed the Land of Fire in books,
landfills, and case studies. Soon after, these Golem’s
began to manifest from these drawings. When the
psychiatrist was questioned why this could be occurring,
he ascertained that the girl may have had ties to the
Kurama clan, a clan who could manifest Genjutsu to be
real. The girl was young and still developing, and had no
records, however, as the girl continued to grow so did
her power, and thus the nightmares drawn within those
pages began to materialize and wreak havoc as they once
did for her.
Saving Throws Str +5, Dex +10, Con +8, Int +3, Wis +3, Cha +3 Paper Wave. Area Weapon Attack: DC 20 Dexterity, reach 30-foot cone,
Skills Acrobatics +10, Chakra Control +13 all non-Paper Golem targets. Success: Half damage. Failure: 4d4
Damage Immunity Psychic, Poison, Necrotic, Bludgeoning slashing damage and 1 rank of bleeding. Critical Failure: 4d8
Damage Resistance Acid, Earth slashing damage and 2 ranks of bleeding.
Damage Vulnerability Fire, Slashing Reawakened Fear. As an action, the Paper Golem shifts the papers
Condition Immunity All Mental, All Sensory, Bleed, Bruised, Dazed, on its body to where each creature hostile to it, within a 40-foot
Poisoned, Stunned radius sees their deepest, most distant fear. Roll a 1d4+1. All
Senses passive Perception 10, Chakra Sight (60ft) affected creatures must make a DC 21 Charisma saving throw at
disadvantage. On a failed save, creatures are unable to add Dice-
Swift Terror (Unique). Genjutsu the Paper Golem casts use Based bonuses to saving throws to resist Genjutsu, lose
Dexterity as its casting ability score. Paper Golems may also resistance to any Mental or Sensory conditions they may have
exclude allies from being affected by their Genjutsu. (immunity becomes resistance), and are under the effects of the
Paper Cut (Unique) (5/Charges per Rest). When the Paper Golem Doubled Pain jutsu for the duration. These effects last for a
makes an attack or imposes a saving throw, it may spend a charge number of rounds equal to the 1d4+1. Once a Paper Golem uses
of this trait to use its Paper Wave weapon as part of attack or this trait, it may not do so again and loses half of its hit points and
saving throw, against all affected creatures. If the attack or saving chakra points.
throw imposes would deal slashing damage, in addition to this
trait’s normal effects the target(s) gain 2 ranks of bleeding.
143
MUD GOLEM, GUMBO
Co-creator: Mahoganypaladin
The Mud Golems are a line of constructs found
throughout the entire shinobi world and are an insult to
the natural cycle of life. These monstrosities, born out of
mad science, are the waste product of an early attempt at
the Edo Tensei technique.
Mud Golems, first documented during the Warring
States era, were created by an unknown Shinobi in an
attempt to resurrect other soldiers who had fallen in
battle so that they could continue fighting in the ever-
waging wars during this moment in history. The
progenitor would gather the bodies of fallen shinobi,
whole or in pieces, and use forbidden Fuinjutsu to
attempt to give their corpses life once more. Alas, the
progenitors’ attempts were never successful, and so the
desecrated bodies of the shinobi were discarded,
returned to the earth.
However, as weeks passed the ground where the
bodies were buried began to shift, move, and rot, and
from the earth arose the first of many Mud Golems,
amalgamations of various dead shinobi and other forms
of life. These creatures went on to terrorize nearby
nations, as not only did they possess the strength of a
thousand shinobi, but they also possessed the special
chakra and kekkei genkai of these shinobi as well.
Once the progenitor of these Mud Golems was found,
they were executed, and their name scrubbed from
history. Various attempts at eliminating the Mud Golems
were conducted as well, but each time they are slain the
ground which they die resurrects them once more.
Artist Credit: [Link to Source] [Link to Source]
STR DEX CON INT WIS CHA Multiattack 2. The Mud Golem makes two attacks with its Mud Fist.
21 (+5) 12 (+1) 22 (+6) 10 (+0) 10 (+0) 10 (+0)
Mud Fist. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit:
2d12+5 bludgeoning and chakra damage. On a critical hit, the target
Saving Throws Str +10, Dex +6, Con +11, Int +5, Wis +5, Cha +5
is Slowed until the end of their next turn, surrounded by mud and
Skills Survival +13, Chakra Control +19
sludge.
Damage Immunity Psychic, Poison, Necrotic, Earth
Damage Resistance Bludgeoning, Fire Screech of the Damned. Once per encounter, by spending 20 chakra and
Damage Vulnerability Lightning, Force its action, the Mud Golem can release a loud screech akin to hundreds
Condition Immunity All Mental, All Sensory, Bleed, Bruised, Dazed, of people wailing in agony. When the Mud Golem does this, the
Poisoned, Stunned ground in a 30-foot radius from it becomes loose like sludge. All
Senses passive Perception 13, True Sight (20ft) hostile creatures within range must make a DC 19 Wisdom saving
throw to withstand the screech, and a DC 20 Dexterity saving throw to
Constructed Power (Unique). The Mud Golem uses its avoid the mud. On a failed Wisdom saving throw, the target takes
Constitution score for all Jutsu it casts. Additionally, while the 10d6 psychic damage and is Deafened until the end of their next turn
Mud Golem has over half its chakra remaining, it gains 15 (Half damage, no effects on a successful saving throw). A creature
temporary hit points and a +3 bonus to AC at the start of each who fails the Wisdom saving throw has disadvantage on the Dexterity
round. If it has less than half its chakra remaining, it gains a saving throw. On a failed Dexterity saving throw, the targets fall into
+1d6 bonus to its attack and damage rolls. the earth and become restrained. A creature who fails may repeat the
saving throw at the start of each of their turns.
Remnants of Greatness (Unique). The Mud Golem is an
amalgamation of various forms of life. Select two clans. The
Golem gains access to two Hijutsu of each selected clan, of a
rank it can cast. It also gains access to one trait of each
selected clan for free. If a chosen clan does not have Hijutsu, it 144
gains an additional trait from the chosen clan, for free.
Hollow (Unique). The Mud Golem is immune to Wisdom and Charisma
based effects.
B-Rank, Huge Construct, Standard, Generalist, Experiment
(Failed), Prof +7
Level: 14 Ninjutsu. +13 to hit (Ninjutsu Save DC 21)
D-Ranks (Cost 5): Earth Flow River, Rising Rock Technique
Armor Class 20 (Natural Armor), DR: 7 C-Ranks (Cost 9): Rock Tank, Earth Dragon Bullet, Terrashield, Tectonic
Hit Points 312 Wave
Chakra Points 201 B-Ranks (Cost 14): Bottomless Swamp
Speed 40 ft, Initiative +7 Taijutsu. +13 to hit (Taijutsu Save DC 21)
D-Ranks (Cost 5): Swallow Dance, Avalanche Dance, Straight Impact
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Early Sacrifice, Lagging, Lions Barrage
24 (+7) 16 (+3) 24 (+7) 10 (+0) 10 (+0) 10 (+0)
Saving Throws Str +14, Dex +10, Con +14, Int +5, Wis +5, Cha +5 Multiattack 3. The Mud Golem makes three attacks with its Mud Fist.
Skills Survival +17, Chakra Control +24 Mud Fist. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit:
Damage Immunity Psychic, Poison, Necrotic, Earth 3d10+7 bludgeoning and chakra damage. On a critical hit, the target
Damage Resistance Bludgeoning, Fire is Slowed until the end of their next turn, surrounded by mud and
Damage Vulnerability Force sludge.
Condition Immunity All Mental, All Sensory, Bleed, Bruised, Dazed,
Screech of the Abyss. Once per encounter, by spending 30 chakra and its
Poisoned, Stunned
action, the Mud Golem can release a loud screech akin to thousands
Senses passive Perception 13, True Sight (40ft)
of people wailing in agony. When the Mud Golem does this, the
ground in a 60-foot radius from it becomes loose like sludge. All
Artificial Strength (Unique). The Mud Golem counts as Gargantuan
hostile creatures within range must make a DC 22 Wisdom saving
for determining what it can push, drag, or lift. It also has
throw to withstand the screech, and a DC 23 Dexterity saving throw to
advantage on Strength checks and cannot be moved against its
avoid the mud. On a failed Wisdom saving throw, the target takes
will.
10d8 psychic damage and is Deafened until the end of their next turn
Constructed Wrath (Unique). The Mud Golem uses its (Half damage, no effects on a successful saving throw). A creature
Constitution score for all Jutsu it casts. Additionally, it gains a who fails the Wisdom saving throw has disadvantage on the Dexterity
+1d4 bonus to attack and damage rolls, and at the start of saving throw. On a failed Dexterity saving throw, the targets fall into
each round it gains 10 temporary hit points. the earth and become restrained and Dazed. A creature who fails may
Remnants of Greatness (Unique). The Mud Golem gains access repeat the saving throw at the start of each of their turns.
to three other clans, gaining one feature from each clan, and
two Hijutsu of each clan. If a clan does not provide Hijutsu, it
gains another trait from said clan. Additionally, all jutsu the
Mud Golem casts gain the Hijutsu keyword (being treated as
being a Hijutsu of every clan it possesses).
145
DRAGONS WYRM DRAGONS
Dragons are powerful creatures that are a rarity to see in the Wyrm Dragons are a basic dragon that possesses a long body
shinobi world of today, to the point where the common with no limbs. They are not to be confused with Serpent
people consider them extinct. In the past, Dragons were Dragons, as while they are both snake-like in appearance,
worshipped as gods and their power was sought by many, Wyrms live on land, Serpents live in the sea. These creatures
and it is because of this conquest for power that Dragons typically reside deep in rainforests, marshes and swamps,
slowly disappeared from the common eye, remnants of their and other land areas high in moisture. Young Wyrm dragons
greatness only being found in history books and certain range from 10-15 feet in length, while Adult Wyrm Dragons
clans and jutsu, such as the Ryu clan or the various can range from 20-35 feet.
“Dragon” jutsu inspired by Dragons that have long passed. Wyrm Dragons come in two varieties. Fire Wyrms that
There are but a few Dragons that are of the deific might wield the power of flame and are adorned with black scales
that the storybooks say, of the power that can rival the with blue flames, and Poison Wyrms that wield the power of
strength of sages. Most Dragons, however, are simply poison and are adorned with vibrant magenta scales that
animals. Powerful and cunning, but nonetheless creatures of leave a trail of poison mist.
nature just as all animals are with some being good, some
evil, and all being a force to be reckoned with.
Dragons are not a common enemy that will be found, but
if they are found they are usually in areas with less human
involvement, or special reservations made to protect their
species. The more god-like Dragons, however, keep to
themselves in their own domains.
Aggressive Instincts. The Wyrm Dragon (Young) has advantage on the first
attack roll it makes per turn against a creature that damaged it within the
C-Rank, Large Beast, Striker, Dragon, Prof +4 previous round. Also, as a reaction, the Wyrm Dragon (Young) may give an
Level: 5 (10 XP) attack against it disadvantage. If this causes the attack to miss, it may
make a Bite attack at advantage.
Armor Class 16, DR 3
Hit Points 59
Chakra Points 40 Mutliattack 2. The Wyrm Dragon (Young) makes two Bite or Spit attacks,
Speed 50 ft (Walk/Burrow), Initiative +5 or one attack with its Bite or Spit and one with its Constrict attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit. 3d4+3
STR DEX CON INT WIS CHA piercing and 1d8 fire/poison damage. On a roll of a 18-20, the target gains
16 (+3) 16 (+3) 15 (+2) 9 (-1) 10 (+0) 7 (-2) one rank of Burned/Envenomed.
Constrict. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit:
Saving Throws Str +5, Dex +7, Con +6, Int +1, Wis +2, Cha +0 1d10+3 bludgeoning and 1d8 fire/poison damage, and the target is
Skills Acrobatics +8, Athletics +8, Stealth +8, Survival +10 grappled (Escape DC 16). Until this grapple ends, the target is restrained
Damage Immunities Special and takes 5 fire/poison damage at the start of each of their turns. The
Condition Immunities Special Wyrm Dragon (Young) can restrain up two creatures at once.
Senses passive Perception 10, Temorsense 30ft. Fire/Poison Spit (5 Chakra). Ranged Weapon Attack: +7 to hit, reach
30ft., one target. Hit: 3d6 fire/poison damage. On a roll of a 18-20, the
Dragon’s Blood. Choose between Fire or Poison. The Wyrm Dragon target is knocked prone and is Burned/Envenomed.
gains immunity to both the damage type and condition associated
with your selection, and the damage type and conditions given by the
Wyrm Dragon’s Spit and Breath attack change to match your choice.
Wrathful Instincts. The first attack roll the Wyrm Dragon (Adult) makes
against a creature per round has advantage. Also, as a reaction, the Wyrm
A-Rank, Huge Beast, Striker, Dragon, Prof +6 Dragon (Adult) may give an attack against it disadvantage. If this causes the
Level: 10 attack to miss, make a Bite or Constrict attack, at advantage.
D-Rank, Beast, Factionless, Minion, Generalist, Prof +3 Ninjutsu. +4 to hit, (Ninjutsu save DC 12) [No HS Required]
Level: 2 D-Ranks (Cost 5): Acid Armor, Acid Beam, Honey Bee Technique,
Poison Bullet
Armor Class 11 (Natural Armor) Taijutsu. +7 to hit, (Taijutsu save DC 15)
Hit Points 12 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike,
Speed 30 ft, Initiative +0 Falling Dragon, Rising Dragon
Saving Throws Str +7, Dex +6, Con +7, Int +2, Wis +3, Cha+2 Multiattack 2. The drake makes two attacks: one with its bite
Skills Athletics +10, Chakra Control +10, Martial Arts +10, and one with its tail.
Perception +8, Stealth +9 Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit:
Damage Resistance Acid, Poison 12 (2d8 + 3) piercing damage.
Condition Immunities Envenomed, Poisoned
Tail. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit:
Senses Darkvision 60 ft., Passive Perception 18
10 (2d6 + 3) bludgeoning damage.
Bestial Aggression. The Drake gains advantage on the first
attack it makes against the last creature that targeted it with
an attack.
Combat Medic (2/Combat). The Black Drake can choose to deal
maximum damage when it deals damage with a jutsu with
the Medical keyword.
148
A-Rank, Huge Beast, Factionless, Elite, Generalist, Prof +7 Ninjutsu. +12 to hit, (Ninjutsu save DC 21) [No HS Required]
Level: 14, Tenacity Die: 7 D-Ranks (Cost 5): Acid Armor, Acid Beam, Honey Bee Technique,
Poison Bullet
Armor Class 22 (Natural Armor), DR 5 C-Ranks (Cost 9): Acid Blast, Metallic Rust, Ray of Sickness
Hit Points 356 B-Ranks (Cost 14): Contagion, Vitriolic Sphere
Chakra Points 356 A-Ranks (Cost 20): Corrosive Plume
Speed 30 ft, Initiative +8
Taijutsu. +12 to hit, (Taijutsu save DC 21)
STR DEX CON INT WIS CHA D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike,
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1) Falling Dragon, Rising Dragon
C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky
Breaker, Whirlwind Snap
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4
Skills Athletics +15, Chakra Control +15, Martial Arts +15, B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast,
Perception +19, Stealth +13 Reverse Guard
A-Ranks (Cost 20): Tenebrous Claw, World Breaker
Damage Resistance Acid, Poison
Condition Immunities Envenomed, Poisoned
Senses Darkvision 60 ft., Passive Perception 29
Multiattack 3. The drake makes three attacks: two with its bite
Bestial Aggression. The Drake gains advantage on the first and one with its tail.
attack it makes against the last creature that targeted it with Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit:
an attack. 19 (3d8 + 5) piercing damage.
Bestial Senses. Ancient Drakes gain a +10 to Passive Perception. Tail. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit:
Combat Medic (2/Combat). The Black Drake can choose to deal 16 (3d6 + 5) bludgeoning damage.
maximum damage when it deals damage with a jutsu with
Draken Overwrite. The Ancient Black Drake can overwrite the
the Medical keyword.
next jutsu they cast by spending 3 Tenacity Die, granting the
Inscrutable. Ancient Drakes are immune to effects that would
jutsu the damage type and inflicting the same conditions as
sense their emotions, intentions, or read their thoughts.
any other jutsu it knows, replacing any conditions (if any) thjs
Jutsu of War. The Ancient Black Drake may make one weapon jutsu would normally inflict on a failed save. If the
attack as part of the same action used to cast a jutsu.
overwritten jutsu does not force a save, it now forces a
Light-Footed. The Ancient Black Drake may Dash or Disengage Constitution saving throw to inflict its conditions.
as a bonus action, and can move up to half their speed as a
reaction to an enemy moving adjacent to them.
The Drake takes one Elite Action at the end of another creatures
turn, once each round to move, make an attack, cast a Jutsu of C-
Draken Instincts. The Drake gains a +1 bonus to hit and damage
for every allied creature within 5 feet of it. Rank or lower, or can spend its Elite Action to gain an additional
reaction. It regains spent Elite Actions at the beginning of each of
Black Drake. The Black Drake cannot make checks or saving
his turns.
throws at disadvantage. Additionally, at the beginning of
each of its turns, it selects one of the following bonuses which
it gains until the start of its next turn (+1d4 to attack rolls,
+1d6 to damage rolls, +1d8 to checks).
149
BLUE DRAKES
Blue Drakes are dragons who possess indigo-colored
scales capable of conducting lightning chakra. Blue
D-Rank, Medium Beast, Factionless, Minion, Caster, Prof +3
Drakes have short snouts and frilled ears, with a large
Level: 2
white horn resting upon their heads. Their presence
causes natural static electricity to form throughout the
Armor Class 9 (Natural Armor)
environment, even more so when they begin to attack.
Hit Points 12
Blue Drakes are extremely territorial. They are quick
Speed 30 ft, Initiative +0
to wage war against anything they consider a threat that
is close to their home. Blue Drakes leave their burrows to
STR DEX CON INT WIS CHA
hunt when the temperature is the highest throughout
12 (+1) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
any given day. Blue Drakes have a rivalry with Brass
Drakes, where the two dragons quickly battle to the
Saving Throws Str +4, Dex +4, Con +5, Int +1, Wis +3, Cha +1
death upon noticing each other.
Skills Athletics +4, Chakra Control +4, Martial Arts +3, Perception
Blue Drakes tend to live in warm and dry
+3, Stealth +4
environments, such as deserts or hot badlands, where
Damage Resistance Lightning
they preside in small burrows formed within the ground.
Condition Immunities Shocked
Blue Drakes almost never leave any form of entrance to
Senses Darkvision 60 ft., Passive Perception 13
their liars, instead opting to burrow in and out at
random points to enter and leave.
Drake Nature. Blue Drakes gain resistance to Lightning damage,
Artist Credit: [Link to Source]
immunity to Shocked, and increase all Lightning Damage
they deal by +1 damage die.
Minion (Class). The Drake can cast one Jutsu on its list per turn
at no cost. If it takes chakra damage, it takes force damage
equal to the result of the chakra damage rolled.
STR DEX CON INT WIS CHA Ninjutsu. +9 to hit, (Ninjutsu save DC 15) [No HS Required]
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0) D-Ranks (Cost 5): Guiding Bolt, Lighting Ball, Lightning Reflex,
Lightning Repel, Lightning Speed
Saving Throws Str +7, Dex +6, Con +7, Int +2, Wis +3, Cha+2 C-Ranks (Cost 9): Chidori, Lightning Liger, Lightning Step, Overdrive
Skills Athletics +7, Chakra Control +7, Martial Arts +7, Perception Taijutsu. +7 to hit, (Taijutsu save DC 15)
+5, Stealth +6 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike,
Damage Resistance Lightning Falling Dragon, Rising Dragon
Condition Immunities Shocked C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky
Senses Darkvision 60 ft., Passive Perception 15 Breaker, Whirlwind Snap
The Drake takes one Elite Action at the end of another creatures turn, once each
Draken Instincts. The Drake gains a +1 bonus to hit and damage
round to move, make an attack, or cast a Jutsu of C-Rank or lower, or can spend
for every allied creature within 5 feet of it.
its Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of its turns.
Blue Drake. Effects that would stop the Blue Drake from molding chakra, all end
at the end of each of their turns. Also, damaging Ninjutsu Blue Drakes cast
A-Rank, Huge Beast, Factionless, Elite, Caster, Prof +7 that affects an area (Cone, Line, Radius/Sphere, Cylinder) can have its shape
Level: 14, Tenacity Die: 7 changed to another shape. Cone = 30ft | Line = 60ft long/5ft wide.
Radius/Sphere = 25ft. | Cylinder = 20ft wide/30ft tall.
Armor Class 20 (Natural Armor), DR 3
Hit Points 250
Chakra Points 463 Ninjutsu. +14 to hit, (Ninjutsu save DC 21) [No HS Required]
Speed 30 ft, Initiative +8 D-Ranks (Cost 5): Guiding Bolt, Lighting Ball, Lightning Reflex, Lightning Repel,
Lightning Speed
C-Ranks (Cost 9): Chidori, Lightning Liger, Lighting Step, Overdrive
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Chained Lightning, Lightning Lily
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1)
A-Ranks (Cost 20): Bang, Lightning Dragon, Powerful Bullet Breath
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4 Taijutsu. +12 to hit, (Taijutsu save DC 21)
Skills Athletics +16, Chakra Control +16, Martial Arts +16, D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Perception +19, Stealth +14 Rising Dragon
Damage Resistance Lightning C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Whirlwind Snap
Condition Immunities Shocked
B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Senses Darkvision 60 ft., Passive Perception 29
A-Ranks (Cost 20): Tenebrous Claw, World Breaker
The Drake takes one Elite Action at the end of another creatures turn, once each
round to move, make an attack, cast a Jutsu of B-Rank or lower, or can spend its
Draken Instincts. The Drake gains a +1 bonus to hit and damage 151
Elite Action to gain an additional reaction. It regains spent Elite Actions at the
for every allied creature within 5 feet of it.
beginning of each of its turns.
BRASS DRAKES
Brass Drakes are radiant dragons with unique metallic-
like scales which refract like in a beautiful assortment of D-Rank, Beast, Factionless, Minion, Defender, Prof +3
colors. They are highly durable and astonishingly fast Level: 2
given their stature. They possess an odor akin to hot
metal and sand. The heads of Brass Drakes are adorned Armor Class 13 (Natural Armor)
with many spikes along their chin, which they use for Hit Points 12
plowing through sand. Along their neck, back, and tail Speed 40 ft, Initiative +0
lies a large set of ray-like wings. Brass Drakes possess an
innate affinity for Earth Release. STR DEX CON INT WIS CHA
Despite their intimidating stature, Brass Drakes are 12 (+1) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
the most gregarious of all Drakes, humble and non-
aggressive. This is largely due to their unique Saving Throws Str +4, Dex +2, Con +4, Int -1, Wis +1, Cha -1
omnivorous diet and quick satiety allowing them to feast Skills Athletics +4, Chakra Control +4, Martial Arts +3, Perception
upon just about anything and be satisfied quickly. Aside +3, Stealth +4
from a notorious rivalry with Blue Drakes, these Damage Resistance Earth
creatures are highly sociable and have even been known Condition Immunities Bruised
to cooperate with other creatures, with the most Senses Darkvision 60 ft., Passive Perception 13
intelligent capable of engaging shinobi in speech.
Brass Drakes, similar to Blue Drakes, reside in hot Drake Nature. Brass Drakes gain resistance to Earth damage,
acrid climates, preferring to make their burrows in more immunity to Bruised, and increase all Earth Damage they deal
mountainous/rocky regions. by +1 damage die.
Artist Credit: [Link to Source] Minion (Class). The Drake can cast one Jutsu on its list per turn
at no cost. If it takes chakra damage, it takes force damage
equal to the result of the chakra damage rolled.
Armor Class 22 (Natural Armor), DR 5 Ninjutsu. +10 to hit, (Ninjutsu save DC 18) [No HS Required]
Hit Points 134 D-Ranks (Cost 5): Bedrock Skin, Headhunter Technique, Mole Movement, Rising
Chakra Points 98 Rock Technique
Speed 40 ft, Initiative +8 C-Ranks (Cost 9): Earth Flow Spears, Sand Armor, Rending Drill Fang, Terrashield
B-Ranks (Cost 14): Bottomless Swamp, Earth-Style Wall, Iron Skinned Spear,
STR DEX CON INT WIS CHA Stone Bamboo Shoot
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0) Taijutsu. +10 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Rising Dragon
Saving Throws Str +10, Dex +9, Con +10, Int +3, Wis +4, Cha +3 C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Skills Athletics +9, Chakra Control +9, Martial Arts +9, Perception Whirlwind Snap
+7, Stealth +7 B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Damage Resistance Earth
Condition Immunities Bruised
Senses Darkvision 60 ft., Passive Perception 17 Multiattack The drake makes two attacks: one with its bite and one with its
tail.
Drake Nature. Brass Drakes gain resistance to Earth damage,
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4)
immunity to Bruised, and increase all Earth Damage they deal
piercing damage.
by +1 damage die.
Tail. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 15 (3d6 + 4)
Bestial Aggression. The Drake gains advantage on the first
attack it makes against the last creature that targeted it with bludgeoning damage.
an attack.
The Drake takes one Elite Action at the end of another creatures turn, once each
Draken Instincts. The Drake gains a +1 bonus to hit and damage round to move, make an attack, or cast a Jutsu of C-Rank or lower, or can spend
for every allied creature within 5 feet of it. its Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of his turns.
Brass Drake. The Brass Drake gains 10 (level) temporary hit points at the start of
each of its turns, and grants all allies within 10 feet of it that can see it (self-
A-Rank, Huge Beast, Factionless, Elite, Defender, Prof +7 excluded) +10 DR against all damage types.
Level: 14, Tenacity Die: 7
Armor Class 24 (Natural Armor), DR 8 Ninjutsu. +12 to hit, (Ninjutsu save DC 18) [No HS Required]
Hit Points 428 D-Ranks (Cost 5): Bedrock Skin, Headhunter Technique, Mole Movement, Rising
Rock Technique
Chakra Points 321
C-Ranks (Cost 9): Earth Flow Spears, Sand Armor, Rending Drill Fang, Terrashield
Speed 40 ft, Initiative +8
B-Ranks (Cost 14): Bottomless Swamp, Earth-Style Wall, Iron Skinned Spear,
Stone Bamboo Shoot
STR DEX CON INT WIS CHA
A-Ranks (Cost 20): Stone Forest, Stone Needle
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1)
Taijutsu. +12 to hit, (Taijutsu save DC 21)
D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4 Rising Dragon
Skills Athletics +16, Chakra Control +16, Martial Arts +16, C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Perception +19, Stealth +14 Whirlwind Snap
Damage Resistance Earth B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Condition Immunities Bruised A-Ranks (Cost 20): Tenebrous Claw, World Breaker
Senses Darkvision 60 ft., Passive Perception 29
Bestial Aggression. The Drake gains advantage on the first attack it Multiattack 3. The drake makes three attacks: two with its bite and one
makes against the last creature that targeted it with an attack. with its tail.
Bestial Senses. Ancient Drakes gain a +10 to Passive Perception. Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 19 (3d8 + 5)
Drake Nature. Brass Drakes gain resistance to Earth damage, piercing damage.
immunity to Bruised, and increase all Earth Damage they deal by Tail. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (3d6 + 5)
+1 damage die. bludgeoning damage.
Fortress. The Ancient Brass Drake reduces the first instance of Draken Overguard (3 Tenacity Die). As a reaction, the Ancient Brass Drake
damage it takes per turn by -14 (level). This trait can be can Overguard, granting its allies one of the following benefits;
deactivated until the start of the Drake’s next turn if it is ∙Until the end of the current turn, the AC of allies becomes 24.
critically hit or fails a saving throw against a jutsu with the ∙Until the start of the Drake’s next turn, all allies treat the result of all
Lightning Release keyword. their saving throws as 24.
Heavy Defense. The Ancient Brass Drake’s Temporary Hit Points ∙ Until the end of the next turn in initiative, all allies reduce the damage
cannot be ignored by any means. they take by -24.
Inscrutable. Ancient Drakes are immune to effects that would sense
their emotions, intentions, or read their thoughts.
The Drake takes one Elite Action at the end of another creatures turn, once each
round to move, make an attack, cast a Jutsu of B-Rank or lower, or can spend its
153
Draken Instincts. The Drake gains a +1 bonus to hit and damage for Elite Action to gain an additional reaction. It regains spent Elite Actions at the
every allied creature within 5 feet of it. beginning of each of its turns.
GREEN DRAKES
Green Drakes are clever dragons with verdant-colored
scales. They are smaller and slenderer than most Drakes, D-Rank, Beast, Factionless, Minion, Lurker, Prof +3
with dorsal0like fins along the top of their spine and tail. Level: 2
Green Drakes are the most adept at traversal, being
quick on land and extremely fast in water. They possess Armor Class 10 (Natural Armor)
an odor akin to a mix of chlorine and fresh cut grass. Hit Points 12
Green Drakes naturally possess the chakra nature of Speed 50 ft, Initiative +0
Wind.
Green Drakes are known for their curious and power- STR DEX CON INT WIS CHA
hungry personality. They are highly observant of any life 12 (+1) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
that comes near their domains and formulate convoluted
plots to destroy their enemies, usually by means of Saving Throws Str +4, Dex +2, Con +4, Int -1, Wis +1, Cha -1
stealth. Green Drakes are highly aggressive, and will Skills Athletics +4, Chakra Control +4, Martial Arts +3, Perception
default to simply mauling a target if their strategies fail. +3, Stealth +4
Green Drakes prefer to reside in marsh-like Damage Resistance Wind
environments lush in vegetables and other fauna. They Senses Darkvision 60 ft., Passive Perception 13
are known to consume just about anything.
Artist Credit: [Link to Source] Drake Nature. Green Drakes gain resistance to Wind damage
and increase all Wind Damage they deal by +2 damage die.
Minion (Class). The Drake can cast one Jutsu on its list per turn
at no cost. If it takes chakra damage, it takes force damage
equal to the result of the chakra damage rolled.
Armor Class 20 (Natural Armor), DR 2 Ninjutsu. +10 to hit, (Ninjutsu save DC 18) [No HS Required]
Hit Points 98 D-Ranks (Cost 5): Air Bullet, Blurring Wind, Buffeting Airwaves, Zephyr Strike
Chakra Points 122 C-Ranks (Cost 9): Great Breakthrough, Rakshasa Barrier, Wind Friction Shatter
Speed 50 ft, Initiative +6 B-Ranks (Cost 14): Backlash, Divine Mountain Wind, Great Sickle Weasel, Wind
Cutter
STR DEX CON INT WIS CHA Taijutsu. +10 to hit, (Taijutsu save DC 18)
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0) D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Rising Dragon
C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Saving Throws Str +10, Dex +9, Con +10, Int +3, Wis +4, Cha +3 Whirlwind Snap
Skills Athletics +9, Chakra Control +9, Martial Arts +9, Perception B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
+7, Stealth +7
Damage Immunities Wind
Senses Darkvision 60 ft., Passive Perception 17
Multiattack The drake makes two attacks: one with its bite and one with its
tail.
Drake Nature. Adult Green Drakes gain immunity to Wind
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4)
damage and increase all Wind Damage they deal by +2
damage die. piercing damage.
Bestial Aggression. The Drake gains advantage on the first Tail. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 15 (3d6 + 4)
attack it makes against the last creature that targeted it with bludgeoning damage.
an attack.
The Drake takes one Elite Action at the end of another creatures turn, once each
Draken Instincts. The Drake gains a +1 bonus to hit and damage round to move, make an attack, or cast a Jutsu of C-Rank or lower, or can spend
for every allied creature within 5 feet of it. its Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of his turns.
Green Drake. While Green Drakes can still be seen normally, they cannot be
sensed, seen, or detected using special senses, such as Chakra Sight, Tremor
A-Rank, Huge Beast, Factionless, Elite, Lurker, Prof +7 Sense, or Thermal Vision.
Level: 14, Tenacity Die: 7
Armor Class 21 (Natural Armor), DR 2 Ninjutsu. +12 to hit, (Ninjutsu save DC 21) [No HS Required]
Hit Points 321 D-Ranks (Cost 5): Air Bullet, Blurring Wind, Buffeting Airwaves, Zephyr Strike
Chakra Points 392 C-Ranks (Cost 9): Great Breakthrough, Rakshasa Barrier, Wind Friction Shatter
B-Ranks (Cost 14): Backlash, Divine Mountain Wind, Great Sickle Weasel, Wind
Speed 50 ft, Initiative +8
Cutter
A-Ranks (Cost 20): Cast Net, Drilling Wind Bullet, Never Ending Fall
STR DEX CON INT WIS CHA
Taijutsu. +12 to hit, (Taijutsu save DC 21)
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1)
D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Rising Dragon
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4 C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Skills Athletics +16, Chakra Control +16, Martial Arts +16, Whirlwind Snap
Perception +19, Stealth +14 B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Damage Immunities Wind A-Ranks (Cost 20): Tenebrous Claw, World Breaker
Senses Darkvision 60 ft., Passive Perception 29
Bestial Aggression. The Drake gains advantage on the first attack it Multiattack 3. The drake makes three attacks: two with its bite and one
makes against the last creature that targeted it with an attack. with its tail.
Bestial Senses. Ancient Drakes gain a +10 to Passive Perception. Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 19 (3d8 + 5)
Drake Nature. Adult Green Drakes gain immunity to Wind damage piercing damage.
and increase all Wind Damage they deal by +2 damage die. Tail. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (3d6 + 5)
Inscrutable. Ancient Drakes are immune to effects that would sense bludgeoning damage.
their emotions, intentions, or read their thoughts. Draken Teleportation (4 Tenacity Die). As an Action, the Ancient Green
Shadow Stealth. The Ancient Green Drake can Hide as a bonus Drake can teleport to any space it can see or that it is aware of, within 90
action. Also, while hidden, they make no sound while moving feet that would grant it either half/full cover or heavy obscurement.
and cannot be tracked by any means that require vision
Sneak Attack. Once per turn, the Ancient Green Drake deals an
additional 7d8 damage if it hits a target with advantage on The Drake takes one Elite Action at the end of another creatures turn, once each
the attack roll, or when the target is within 5 feet of an ally round to move, make an attack, cast a Jutsu of B-Rank or lower, or can spend its
and the attack roll does not have disadvantage. Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of its turns.
Draken Instincts. The Drake gains a +1 bonus to hit and damage for
every allied creature within 5 feet of it. 155
RED DRAKES
Red Drakes are extremely prideful dragons,
exceptionally vain. Red Drakes are adorned with crimson D-Rank, Medium Beast, Factionless, Minion, Controller, Prof +3
and scarlet scales and feature prominent black spikes on Level: 2
their arms and legs, with two large horns on the sides of
their head. Red Drakes have fringed ears which merge Armor Class 11 (Natural Armor)
with horns along its cheeks, alongside a large frill along Hit Points 12
its spine. They have a scent akin to burning sulfur and Speed 30 ft, Initiative +0
pumice, and possess the chakra nature of Fire.
Red Drakes have a greedy nature that one would STR DEX CON INT WIS CHA
expect from a dragon. They love to collect random 12 (+1) 12 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
artifacts and gather them in their dens. They take great
pride in their hoard, regardless of its actual material Saving Throws Str +4, Dex +2, Con +4, Int -1, Wis +1, Cha -1
value, and will kill anything that comes anywhere near Skills Athletics +4, Chakra Control +4, Martial Arts +3, Perception
it. Red Drakes are among the strongest of all Drakes, and +3, Stealth +4
is said to have driven Copper Drakes to extinction due to Damage Resistance Fire
persistent conflict. Condition Immunities Burned
Red Drakes prefer to make their homes in superheated Senses Darkvision 60 ft., Passive Perception 13
mountainous locations, such as volcanic caves. They are
known to inhabit other regions such as hills, badlands, Drake Nature. Red Drakes gain resistance to Fire damage,
or any location with a breathtaking view. immunity to Burned, and increase all Fire Damage they deal
Artist Credit: [Link to Source] by +1 damage die.
Minion (Class). The Drake can cast one Jutsu on its list per turn
at no cost. If it takes chakra damage, it takes force damage
equal to the result of the chakra damage rolled.
The Drake takes one Elite Action at the end of another creatures turn, once each
Draken Instincts. The Drake gains a +1 bonus to hit and damage
round to move, make an attack, or cast a Jutsu of C-Rank or lower, or can spend
for every allied creature within 5 feet of it.
its Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of his turns.
Red Drake. Red Drakes always inflict +1 ranks of Concussed when a creature fails
a saving throw against their Jutsu by 5 or more (critical failure), once per turn.
A-Rank, Large Beast, Factionless, Elite, Controller, Prof +7 Also, Jutsu the Red Drake casts that inflicts a condition of any type, cannot
Level: 14, Tenacity Die: 7 have their saving throws made with a Jutsu-based bonus that allows the
target to roll additional dice , that isn’t a d20 (Such as Bless).
Armor Class 22 (Natural Armor), DR 2
Hit Points 303
Chakra Points 410 Ninjutsu. +12 to hit, (Ninjutsu save DC 21) [No HS Required]
Speed 30 ft, Initiative +8 D-Ranks (Cost 5): Absorb Heat, Green Fire, Phoenix Fire, Scorching Ray
C-Ranks (Cost 9): Dance of Fire, Fire Dragon Bullet, Great Fireball, Greenflame
Ember, White Fire Ember
STR DEX CON INT WIS CHA
B-Ranks (Cost 14): Great Flame Bomb, Heavenly Flame, Sunbeam
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1)
A-Ranks (Cost 20): Fire Devastation, Fire Storm, Sunburst
Taijutsu. +12 to hit, (Taijutsu save DC 21)
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Skills Athletics +16, Chakra Control +16, Martial Arts +16, Rising Dragon
Perception +19, Stealth +14 C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Damage Resistance Fire Whirlwind Snap
Condition Immunities Burned B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Senses Darkvision 60 ft., Passive Perception 29 A-Ranks (Cost 20): Tenebrous Claw, World Breaker
Saving Throws Str +7, Dex +6, Con +7, Int +2, Wis +3, Cha+2
Skills Athletics +7, Chakra Control +7, Martial Arts +7, Perception Ninjutsu. +7 to hit, (Ninjutsu save DC 15) [No HS Required]
+5, Stealth +6 D-Ranks (Cost 5): Starch Syrup Gun, Water Claws, Water Pillar Thrust, Wild Water Wave
Damage Resistance Cold C-Ranks (Cost 9): Raging Tide, Wall of Water, Water Bullet, Water Trumpet
Condition Immunities Chilled Taijutsu. +7 to hit, (Taijutsu save DC 15)
Senses Darkvision 60 ft., Passive Perception 15 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon, Rising
Dragon
Drake Nature. White Drakes gain resistance to Cold damage, C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker, Whirlwind
immunity to Chilled, and increase all Cold Damage they deal Snap
by +1 damage die.
Bestial Aggression. The Drake gains advantage on the first
Multiattack The drake makes two attacks: one with its bite and one with its tail.
attack it makes against the last creature that targeted it with
an attack. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3)
piercing damage.
158
Tail. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3)
bludgeoning damage.
number of allies within 30 feet of it, or distribute an amount of temporary hit
points equal to twice the cost of the jutsu to any number of allies within 30 feet of
B-Rank, Large Beast, Factionless, Elite, Supporter, Prof +6 it. Additionally, once per round at the start of the White Drake’s turn it removes all
Level: 10, Tenacity Die: 5 ranks of any one condition affecting one of its allies within 30 feet that was given
by an enemy.
Armor Class 20 (Natural Armor), DR 2
Hit Points 98
Ninjutsu. +10 to hit, (Ninjutsu save DC 18) [No HS Required]
Chakra Points 98
D-Ranks (Cost 5): Starch Syrup Gun, Water Claws, Water Pillar Thrust, Wild Water
Speed 30 ft, Initiative +6
Wave
C-Ranks (Cost 9): Raging Tide, Wall of Water, Water Bullet, Water Trumpet
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Explosive Colliding Shockwave, Reflective Droplets: Drip, Water
18 (+4) 16 (+3) 18 (+4) 10 (+0) 13 (+1) 10 (+0) Fang, Water Needles of Death
Taijutsu. +10 to hit, (Taijutsu save DC 18)
Saving Throws Str +10, Dex +9, Con +10, Int +3, Wis +4, Cha +3 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Skills Athletics +9, Chakra Control +9, Martial Arts +9, Perception Rising Dragon
+7, Stealth +7 C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Damage Resistance Cold Whirlwind Snap
Condition Immunities Chilled B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
Senses Darkvision 60 ft., Passive Perception 17
Drake Nature. White Drakes gain resistance to Cold damage, Multiattack The drake makes two attacks: one with its bite and one with its
immunity to Chilled, and increase all Cold Damage they deal tail.
by +1 damage die. Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4)
Bestial Aggression. The Drake gains advantage on the first piercing damage.
attack it makes against the last creature that targeted it with Tail. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 15 (3d6 + 4)
an attack. bludgeoning damage.
White Drake. When the White Drake casts a jutsu, it can distribute an amount of
hit points equal to the chakra cost of the jutsu to any number of allies within 30
A-Rank, Large Beast, Factionless, Elite, Controller, Prof +7 feet of it, or distribute an amount of temporary hit points equal to twice the cost
Level: 14, Tenacity Die: 7 of the jutsu to any number of allies within 30 feet of it. Additionally, once per
round at the start of the White Drake’s turn it removes all ranks of any one
condition affecting one of its allies within 30 feet that was given by an enemy.
Armor Class 22 (Natural Armor), DR 2
Hit Points 321
Chakra Points 321
Ninjutsu. +12 to hit, (Ninjutsu save DC 21) [No HS Required]
Speed 35 ft, Initiative +8 D-Ranks (Cost 5): Starch Syrup Gun, Water Claws, Water Pillar Thrust, Wild Water
Wave
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Raging Tide, Wall of Water, Water Bullet, Water Trumpet
20 (+5) 17 (+3) 20 (+5) 12 (+1) 15 (+2) 12 (+1) B-Ranks (Cost 14): Explosive Colliding Shockwave, Reflective Droplets: Drip,
Water Fang, Water Needles of Death
Saving Throws Str +12, Dex +10, Con +12, Int +4, Wis +5, Cha +4 A-Ranks (Cost 20): Water Dragon, Water Formation Wall, Water Severing Wave
Skills Athletics +16, Chakra Control +16, Martial Arts +16, Taijutsu. +12 to hit, (Taijutsu save DC 21)
Perception +19, Stealth +14 D-Ranks (Cost 5): Dragging Full Rotation, Dragon Palm Strike, Falling Dragon,
Damage Resistance Cold Rising Dragon
Condition Immunities Chilled C-Ranks (Cost 9): Dragon Tail Foot, Intersection Counter, Leaf Sky Breaker,
Whirlwind Snap
Senses Darkvision 60 ft., Passive Perception 29
B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter's Feast, Reverse Guard
A-Ranks (Cost 20): Tenebrous Claw, World Breaker
Bestial Aggression. The Drake gains advantage on the first attack it
makes against the last creature that targeted it with an attack.
Bestial Senses. Ancient Drakes gain a +10 to Passive Perception.
Multiattack 3. The drake makes three attacks: two with its bite and one
Combat Guidance. All allies within 30ft. of the Ancient White Drake
gain a +1d4 bonus to saving throws. This trait can be deactivated with its tail.
until the start of the Drake’s next turn if it is critically hit or fails a Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 19 (3d8 + 5)
saving throw against a jutsu with the Earth Release keyword. piercing damage.
Drake Nature. White Drakes gain resistance to Cold damage, immunity Tail. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 16 (3d6 + 5)
to Chilled, and increase all Cold Damage they deal by +1 damage die. bludgeoning damage.
Inscrutable. Ancient Drakes are immune to effects that would sense
Draken Rejuvenation (5 Tenacity Die) (Recharge: Full Turn Action). As a
their emotions, intentions, or read their thoughts.
Full Turn Action, the White Drake releases a rejuvenating pulse. Itself and
Rallying Cry (Recharge 5-6) (Unique). As an Action, the White Drake
all allies within 30 feet of it lose 3 ranks of all conditions affecting them.
grants all allies within 60 feet a +7 bonus to damage rolls, +15 feet of
speed, and 5 hit points at the start of each of their turns (once per
round), for the next minute.
The Drake takes one Elite Action at the end of another creatures turn, once each
round to move, make an attack, cast a Jutsu of B-Rank or lower, or can spend its
Draken Instincts. The Drake gains a +1 bonus to hit and damage for 159Action to gain an additional reaction. It regains spent Elite Actions at the
Elite
every allied creature within 5 feet of it. beginning of each of its turns.
DRAKENAUGHT (KING OF DRAKES) D EFENSIVELY
Creator: Optimal Style The Drakenaught's thick carapace protects it from the
The King of Beasts, The One Who Roams, The Arbiter of brunt of most attacks. Despite its size, the Drakenaught
Annihilation, all are names the Drakenaught goes by. can move tremendously fast and will become wary of
This primordial being consumes almost anything and attacks that have a short range and will use that to its
everything, from smaller drakes to even swarms of advantage. It will also use its imposing stature to make
insects. Its voracious hunger knows no bounds, and would be formidable enemies into scared chicks.
anything that can be killed is deemed suitable for a meal.
O FFENSIVELY
The Drakenaught while smart, will feign being a
mindless beast. Mainly using wide sweeping attacks
until a creature looks like it cannot take much more,
before singling them out and going for the kill. Healers
and squishy opponents will be focused down more.
Artist Credit: [Link to Source]
Legendary Power. The Drakenaught deals quadruple damage to structures and objects.
Additionally, the Drakenaught ignores resistance, treats immunity as resistance, and
S-Rank, Gargantuan Sage Creature, Iconic Generalist, Solo (4), Drake King, Prof +9 treats damage reduction as half its listed value.
Level: 20, Tenacity Die: 20
Ninjutsu. +17 to hit, (Ninjutsu save DC 27)
Armor Class 27 (Natural Armor), DR 10
D-Ranks (Cost 5): Chakra Bolt (Force), Hollow Stars (Force)
Hit Points 2340 C-Ranks (Cost 9): Rasengan (Force)
Chakra Points 2340 A-Ranks (Cost 20): Crown of Stars (Force), Excellent Chakra Spears (Force)
Speed 90 ft., Initiative +10 Taijutsu. +17 to hit, (Taijutsu save DC 27)
D-Ranks (Cost 5): Dragging Full Rotation, Falling Dragon, Rising Dragon
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Dragon Tail Foot, Leaf Sky Breaker, Rakshasa’s Palm, Rakshasa’s Sole,
26 (+8) 14 (+2) 27 (+8) 17 (+3) 16 (+3) 12 (+1) Whirlwind Snap
B-Ranks (Cost 14): Dragon Break, Glimmer Dragon, Hunter’s Feast, Star Shower, Quaking
Saving Throws Str +17, Dex +6, Con +17, Int +7, Wis +12, Cha +10 Leg
Skills Athletics +20, Chakra Control +20, History +24, Insight +15, Intimidation +13, A-Ranks (Cost 20): Iron Guard, Landslide, Tenebrous Claw, Violent Strangling, World
Investigation +15, Martial Arts +20 Breaker
S-Ranks (Cost 25): Crimson Skies, Hell on Earth, Leaf Dragon God
Condition Immunities All Physical
Senses Passive Perception 23, True Sight 300ft.
Multiattack 3. The Drakenaught makes three attacks: one with its Bite or Tail and two
Ashes of the Firstborn. As a being born from the ashes of the old world, it sees things in with its Claws.
a unique way, almost staring at a creature's soul. The Drakenaught gains 300 feet of
Bite. Melee Weapon Attack: +22 to hit, reach 15 ft., one target. Hit: 30 (4d10+6) piercing
True Sight and is aware of any and all passive effects a creature is benefitting from as
damage.
a result of features or jutsu.
Claws. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing
Knowledge of the Old World. When the Drakenaught is hit by or fails a saving throw
damage.
against a jutsu, it permanently gains advantage on saving throws and imposes
disadvantage on attack rolls against that jutsu if it would be used against it again . Tail. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 26 (4d8+8) bludgeoning
This traits effects reset each Phase. damage.
Might of the Lost Realm. When the Drakenaught takes damage of any type, after the Primal Breath (Recharge 5-6). Area Weapon Attack: DC 27 Dexterity, reach 90ft. cone,
damage is calculated in applies, it is resistant to that damage type until the end of Clash, all targets. Success: Half damage. Failure: 91 (26d6) force damage.
the current turn. Additionally, the Drakenaught gains a +1d4 bonus to attack rolls Roar of the Ancients (1/Combat) (3 rd Phase only). As part of entering its final phase,
against Bloodied targets (under 50% hit points). the Drakenaught releases a powerful screech which tears the sky asunder. All
Zenith of the Forgotten Era. The Drakenaught has advantage on Attack rolls, ability creatures within 300ft. must make a DC 27 Wisdom saving throw. Success: No
checks, and saving throws so long as it is not adjacent to two or more creatures. effects. Failure: 2 ranks of Fear, Dazed, Deafened. Critical Failure: Same effects
Additionally, hostile creatures that enter or begin their turn within 120ft. of the as a failure, +1 ranks of Fear. A creature frightened by this roar, can’t upcast jutsu.
Drakenaught must succeed a DC 27 Wisdom saving throw or gain 1 rank of Fear while
within range. This trait can be disabled for one round if the Drakenaught is effects by
a jutsu or effect that could disable chakra molding or dispel jutsu (Ex. Chakra Dispel). The Drakenaught can take an Elite Action, at the end of another creatures turn, a number
of times equal to the number of hostile creatures in initiative, minus 1, per round to do
one of the following or can spend his Elite Action to gain an additional reaction. He
Primeval Chakra. Jutsu the Drakenaught casts count as Sage Beast Arts and are treated as S- regains spent Elite Actions at the beginning of each of his turns.
Rank if a hostile creature would attempt dispel or interrupt its casting.
Attack. The Drakenaught makes an attack using any of its listed attacks or casts a jutsu of
Archived Strength. Select one of the following benefits at the start of the Drakenaught’s turn, B-Rank or lower.
its effects lasting until the start of its next turn. (+1d4 to attack rolls, +1d6 to damage rolls,
Move. The Drakenaught moves up to half its movement speed.
+1d8 to skill checks).
Clash of the Ages. When the Drakenaught succeeds a clash, it may spend one Elite action
160 to consume the jutsu used. The losing creature cannot cast the same jutsu again for
the remainder of combat.
FIRE GENRYŪ
GENRYŪ (ELEMENTAL DRAGONS) The Fire Genryū is a large dragon covered in red and
The Genryū are a set of five Elemental Dragons that bronze scales with spikes adorning its shoulders, back,
predate the First Great Shinobi War. Each Dragon and head. Uniquely, it possesses four turquoise eyes, two
represents one of the core five chakra natures of Earth, on each side of its face.
Wind, Fire, Water, and Earth. The Fire Genryū lives somewhere within the volcanoes
These Dragons used to live together in harmony of Land of Fire, where its presence controls the magma
within Mount Koryū under the care of Tye Ryū, one of that flows within the mountains providing stability to
the original members of the Ryū Clan. It is believed that the agriculture of nearby villages. The dragon stands at 8
while tending to the Genryū, Tye learned how to imitate meters tall (26 feet) and weighs 140 tons (280,000 lbs).
their method of molding chakra and their unique
draconic capabilities, similar to the Third Kazekage and WATER GENRYŪ
his study of the Shukaku leading to the development of The Water Genryū is a large scaleless dragon with blue
the Iron Sand Technique. Tye’s study of the Genryū is skin and yellow markings, and rounded scales along its
where many believe the origins of the Ryū clan’s back. Unlike all other Genryū, this dragon does not
draconic power all started. possess claws, instead possessing fins akin to a
In the modern day, these Dragons are a rare sight, as Dolphin/Whale.
after Tye’s passing many sought to control the Genryū The Water Genryū presides somewhere in the depths
and usurp their strength, leading to these creatures of the Land of Water, where its presence ensures the
fleeing across the world and developing a distrust for quality of the marine life and water. The dragon stands
humanity. at 7.5 meters tall (24 feet) and weighs 170 tons (340,000
The Genryū are all masters of their innate elements, of lbs).
a strength akin to that of the master of Senjutsu.
LIGHTNING GENRYŪ
EARTH GENRYŪ The Lightning Genryū is the most mysterious and
The Earth Genryū is a large dragon that made out of strange dragon of all other Genryū. Its scales are a deep
multiple kinds of jagged stone that resembles a large black color with bright yellow lines streaming along its
snapping turtle. The outer layers of the Earth Genryū are body, akin to the marking of a circuit board. Its body is
greyish brown and coat the Dragon like a suit of armor also fitting with sharp conductive spikes which shock
adorned with a “helmet” of sorts that resembles a any who touches it with the strength of a bolt of
Samurai Captain’s attire. The “flesh” of the Earth lightning. Interestingly, this dragon lacks eyes, its vision
Genyrū is comprised of a softer stone of a richer brown being made up for with its exceptional hearing and
color. chakra sensing.
The Earth Genryū predominately spends its time in The Lightning Genryū presides within the mountains
warm caverns somewhere within the Land of Earth, of the Land of Lightning, where constant dark storm
where it feasts upon earthen material and nurtures the clouds that block all light can be seen. The presence
earth below, causing the ground and soil to be extremely of the Lightning Genryū provides stable
rich in minerals. This dragon is the tallest of all Genryū weather and changes in the storm
standing at a staggering 10 meters (32 feet) and weighs clouds can be used to make accurate
250 tons (500,000 lbs). depictions of what the skies will
soon bring. The dragon stands at
WIND GENRYŪ 8 meters tall (26 feet) and
The Wind Genryū is a large dragon adorned with vibrant weighs 90 tons (180,000 lbs).
green scales. It is the only Genryū capable of flight,
possessing the unique ability to morph its arms into
large powerful wings usual special wind chakra.
The Wind Genryū resides somewhere in the dunes of
the Land of Wind where its presence empowers the gales
that sweep over the nation. When its wings are
manifested, it stands at a height of 7 meters (22 feet)
and weighs 100 tons (200,000 lbs).
161
Dragon of the Earth. All jutsu with the Earth Release keyword or Water Release
keyword cast while the Earth Genryū is in initiative (excluding the Genryū
B-Rank, Huge Sage Creature, Iconic Defender, Solo (4), Genryū, Prof +7 itself), gain a +1/suffer a -1 to damage die, respectively. For the Earth Genryu
Level: 13, Tenacity Die: 13 itself, all Earth damage the Earth Genryū deals with jutsu is increased by two
damage die and one step.
Armor Class 24 (Natural Armor), DR 9
Hit Points 980
Chakra Points 888 Ninjutsu. +12 to hit (Ninjutsu Save DC 21)
Speed 60 ft (Walk/Burrow/Climb), Initiative +9 D-Ranks (Cost: 5): Bedrock Skin, Geo Genesis, Mud Wave, Rising Rock Technique
C-Ranks (Cost: 9): Dark Rock, Earth Dragon Bullet, Rending Drill Fang, Tectonic
STR DEX CON INT WIS CHA Wave, Turning Palm
24 (+7) 14 (+2) 20 (+5) 10 (+0) 20 (+5) 8 (-1) B-Ranks (Cost: 14): Bottomless Swamp, Cradle of Jade, Lazuli Tusk, Mausoleum
Dumpling, Stone Bamboo Shoot
A-Ranks (Cost: 20): Gravity Break, Stone Forest, Stone Needle
Saving Throws Str +14, Dex +5, Con +12, Int +3, Wis +12, Cha +2
Damage Immunities Earth, Poison
Damage Resistances Cold, Slashing, Piercing
Damage Vulnerabilities Lightning Multiattack 3. The Earth Genryū makes 3 attacks using any of its listed attacks.
Condition Immunities All Physical Claws. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 14
Skills Athletics +21, Chakra Control +19, Ninshou +14 (2d6+7) Slashing damage + 5 (2d4) Earth damage. On a roll of 16-20, the
Senses passive Perception 15, Tremorsense 240ft., Chakra Sight 60ft. target gains 1 rank of Bruised and is knocked prone.
Tail. Area Weapon Attack: DC 23 Dexterity, 15-foot cone, all targets. Success: Half
Earthen Might. The Earth Genryū deals three times as much damage to
damage, no effects. Failure: 15 (3d8+2) Slashing damage plus 5 (2d4) Earth
structures, constructs, and objects.
damage, prone. Critical Failure: Same effects as failure, 20 feet knockback.
Earthen Form. The Earth Genryū, while motionless, is indistinguishable from
Rock Spit (Cost: 5 chakra). Ranged Weapon Attack: +14 to hit, range 120ft, one
a statue. Additionally, the Earth Genryū ignores difficult terrain and can
target. Hit: 13 (2d10+2) earth damage. On a roll a 16-20, the target is Bruised
burrow through earthen material, causing no damage to it.
and knocked back 15 feet.
Earthen Stability. When the Earth Genryū makes a Dexterity saving throw, it
Shale and Stone Breath (Recharge: Action + 15 chakra). The Earth Genryū
can use its Constitution saving throw bonus in place of its Dexterity saving
spits out a torrent of earth material. Area Weapon Attack: DC 23 Dexterity, 45-
throw bonus. This still counts as a Dexterity saving throw. On a successful
foot cone, all hostile targets. Success: Half damage, no effects. Failure: 56
Dexterity or Constitution saving throw, the Earth Genryū takes suffers no
(16d6) Earth damage, 2x Bruised. Critical Failure: Same effects as a failure,
damage or effects.
restrained until the end of their next turn as they are trapped in rubble.
Earthen Stronghold. When rolling initiative, the Earth Genryū summons
earthen walls that can take any shape the Earth Genryū desires. Each wall
is 20 feet tall, 5 feet wide & cannot be climbed with chakra movement. The The Earth Genryū can take an Elite Action, at the end of another creatures turn, a
total length of wall the Earth Genryū can make is equal to 30ft x the number number of times equal to the number of hostile creatures in initiative, minus 1,
of hostile creatures in initiative. Each wall has 21 AC, 10 DR, and 70 HP for per round to do one of the following or can spend its Elite Action to gain an
each 5-foot panel of earth it possesses. additional reaction. It regains spent Elite Actions at the beginning of each of its
turns.
Sage of the Earth. The Earth Genryū treats all jutsu it casts as Sage Beast Arts, and Attack. The Earth Genryū makes two attacks with any of it listed attacks or Casts
as S-Rank jutsu if a hostile creature would attempt to dispel, counter, or a Jutsu of C-Rank or lower or uses a feature.
interrupt the casting. Also, the Earth Genryū casts all Ninjutsu with the Earth Move. The Earth Genryū can move its full movement.
Release keyword using Constitution and treats them as Hijutsu. Earthquake. The Earth Genryū slams the ground, causing a minor earthquake.
Body of the Earth. The Earth Genryū gains 13 temporary hit points at the start of All creatures, structures, and objects (not created by the Earth Genryū) within
each of its turns. These temporary hit points cannot be negated or ignored by 90 feet must succeed a DC 21 Dexterity saving throw or be knocked prone. The
any means. 162 affected area becomes difficult terrain. The Earth Genryū cannot use this Elite
Action more than once per round.
B-Rank, Huge Sage Creature, Iconic Generalist, Solo (4), Genryū, Prof +7 Ninjutsu. +13 to hit (Ninjutsu Save DC 22)
Level: 13, Tenacity Die: 13 D-Ranks (Cost: 5): Air Bullet, Air Current Dance, Dust Wind (Can cast as a Bonus
Action), Raging Gale, Vacuum Bomb, Zephyr Strike
Armor Class 21 (Natural Armor), DR 6 C-Ranks (Cost: 9): 1,000 Blades of Wind, Great Breakthrough, Pressure
Hit Points 840 Shockwave, Rakshasa Barrier, Whirlwind Spear
Chakra Points 840 B-Ranks (Cost: 14): Backlash, Great Sickle Weasel, Vacuum Great Spheres,
Speed 50 ft (Walk/Fly) (Can Hover), Initiative +11 Wyverns Surge
A-Ranks (Cost: 20): Cast Net, Drilling Wind Bullet, Eye of the Storm
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 10 (+0) 18 (+4) 10 (+0)
Multiattack 3. The Wind Genryū makes 3 attacks using any of its listed attacks.
Saving Throws Str +13, Dex +14, Con +13, Int +5, Wis +8, Cha +5 Talons. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 12
Damage Immunities Wind
(2d6+6) Slashing damage + 5 (2d4) Wind damage. On a roll of a 17-20, the
Damage Resistances Lightning, Acid
target is Lacerated and falls prone.
Damage Vulnerabilities Fire
Tail. Area Weapon Attack: DC 22 Dexterity, 15-foot cone, all targets. Success: Half
Condition Resistances Prone
damage, no effects. Failure: 17 (2d12+4) Slashing damage plus 5 (2d4) Wind
Condition Immunities All Physical (Excluding Prone)
damage, dazed. Critical Failure: Same effects as failure, 20 feet knockback.
Skills Acrobatics +14, Athletics +16, Chakra Control +21, Ninshou +17
Senses passive Perception 17, Chakra Sight 120ft. Vacuum Bullet (Cost: 10 chakra). The Wind Genryū sucks up a large amount of
air and fires a blast of wind chakra. All creatures within 15 feet of the Wind
Gale Force (1/Combat). When the Wind Genryū casts a Jutsu it can, maximizes Genryū must succeed a DC 22 Strength saving throw or be moved up to 10 feet
its damage, doubles its range, gains advantage on its attacks and imposes in a space that can hold them and suffer a -4 penalty to AC (this penalty
disadvantage on creatures saves against it. The Genryū is then Weakened for cannot stack) until the start of their next turn. The Wind Genryū then makes an
1 minute and cannot fly for +3 rounds. area attack at a space within 120ft. Area Ninjutsu Attack: +15 to hit, range
Protection of the Current. When the Wind Genryū is Airborne, it gains a +3 120ft., 30-foot radius, all targets. Hit: 30 (7d6+6) Wind damage. This attack can
bonus to AC and all saving throws, once per round. While grounded, a 20-foot be used no more than once per Multiattack (up to 2 times, if Bloodied).
aura of sharp wind surrounds it, causing creatures who enter or start their turn Sweeping Strike (Recharge: Action + 15 chakra). The Wind Genryū dives high
in it to succeed a DC 22 Strength saving throw or gain 2 ranks of Bleeding into the air and sweeps across the field with its large wings. Area Weapon
(Creatures within 5ft., have disadvantage). Attack: DC 23 Dexterity, 120-foot long, 30-foot-wide line, all targets. Critical
Success: No damage or effects. Success: Half damage, no effects. Failure: 35
Soul of the Sky. The Wind Genryū can see through fogs, mists, gases, and smoke
with no difficulty and has advantage on saving throws to maintain (10d6) bludgeoning and 5 (2d4) wind damage, plus prone and 15 feet
concentration of jutsu with the Wind Release keyword. knockback to the side of the dragon. Critical Failure: Same effects as Failure +
Dazed.
Zephyr Spirit. Up to 3 times per round, the Wind Genryū may spend 10 chakra to
take an additional reaction, which it can only use to cast a jutsu with the Wind
Release keyword with the casting time of a reaction. The Wind Genryū can take an Elite Action, at the end of another creatures turn, a
number of times equal to the number of hostile creatures in initiative, minus 1,
per round to do one of the following or can spend its Elite Action to gain an
Dragon of the Wind. All jutsu with the Wind Release keyword or Lightning Release
additional reaction. It regains spent Elite Actions at the beginning of each of its
keyword cast while the Wind Genryū is in initiative (excluding the Genryū itself), turns.
gain a +1/suffer a -1 to damage die, respectively. For the Wind Genryu itself, all
Wind damage the Wind Genryū deals with jutsu is increased by two damage die Attack. The Wind Genryū makes two attacks with any of it listed attacks or Casts
and one step. a Jutsu of C-Rank or lower or uses a feature.
Body of the Wind. The Wind Genryū cannot make checks or saving throws at Hurricane Step. The Wind Genryū spins generating a hurricane-like force. All
creatures within 15 feet of the Wind Genryū must succeed a DC 21 Strength
disadvantage. Additionally, at the beginning of each of its turns, it selects one of
saving throw or take 22 (5d8) wind damage and be knocked back 20 feet. The
the following bonuses which it gains until the start of its next turn (+1d4 to
Wind Genryu then moves up to half its movement speed.
attack rolls, +1d6 to damage rolls, +1d8 to checks).
Sage of the Wind. The Wind Genryū treats all jutsu it casts as Sage Beast Arts, Tornado Dance. The Wind Genryū beats its wings producing 4 giant green
and as S-Rank jutsu if a hostile creature would attempt to dispel, counter, or tornadoes in front of it. Make 4 10-foot, 60-foot-tall cylinders evenly spaced.
interrupt the casting. Also, the Wind Genryū casts all Ninjutsu with the Wind These cylinders travel 30 feet each without overlapping. All creatures caught
within a tornado must succeed a DC 21 Dexterity saving throw or be knocked
Release keyword using Strength and treats them as Hijutsu.
up to the top of the cylinder. The Wing Genryū cannot use this Elite Action
163 more than once per round.
+1/suffer a -1 to damage die, respectively. For the Fire Genryu itself, all Fire
damage the Fire Genryū deals with jutsu is increased by two damage die and
B-Rank, Huge Sage Creature, Iconic Striker, Solo (4), Genryū, Prof +7 one step.
Level: 13, Tenacity Die: 13
Armor Class 23 (Natural Armor), DR 6 Ninjutsu. +12 to hit (Ninjutsu Save DC 21)
Hit Points 964 D-Ranks (Cost: 5): Blazing Ember, Blue Fire, Erupting Flame, Hellfire Rejection,
Chakra Points 857 Sunbeam
Speed 70 ft (Walk/Climb), Initiative +9 C-Ranks (Cost: 9): Blazing Ash Pile, Burning Gaze, Dance of Fire
B-Ranks (Cost: 14): Alchemist Flame, Dust to Dust, Pyronado
STR DEX CON INT WIS CHA A-Ranks (Cost: 20): Fire Devastation, Fire Storm, Ignition, Sunburst
26 (+8) 14 (+2) 20 (+5) 9 (-1) 18 (+4) 8 (-1) Bukijutsu. +15 to hit (Ninjutsu Save DC 24)
D-Ranks (Cost: 5): Breath of Flame: Unknowing
Saving Throws Str +15, Dex +5, Con +12, Int +2, Wis +11, Cha +2 C-Ranks (Cost: 9): Afterglow
Damage Immunities Fire B-Ranks (Cost: 14): Breath of Flame: Rengoku
Damage Resistances Wind, Bludgeoning
Damage Vulnerabilities Water
Condition Immunities All Physical, Burned Multiattack 3. The Fire Genryū makes 3 attacks using any of its listed attacks.
Skills Athletics +15, Chakra Control +19, Martial Arts +22, Ninshou +13
Claws. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 21
Senses passive Perception 14, Chakra Sight 60ft.
(3d8+8) Slashing damage + 7 (2d4+2) Fire damage. On a roll of an 18-20,
the target is Burned. A wave of fire follows behind the Fire Genryū’s claws.
Aura of Cinders. The Fire Genryū emits an aura of intense heat and cinders. All
All targets other than the original target, in a 15-foot long 10-foot wide line
creatures who enter or start their turn within 20ft. of the Fire Genryū lose any
(centered on the original target) must succeed a DC 21 Dexterity saving throw
resistance or immunity they may have to Fire damage or the Burned condition
or take the damage rolled and conditions given by the original attack.
respectively, and must succeed a DC 24 Constitution saving throw or become
Burned (Creatures within 5ft., have disadvantage). Tail. Area Weapon Attack: DC 24 Dexterity, 15-foot cone, all targets. Success: Half
damage, no effects. Failure: 18 (3d10+2) Slashing damage plus 7 (2d4+2) Fire
Embers of Wrath. The Fire Genryū may make one attack with its Claws or Tail as
damage, dazed. Critical Failure: Same effects as failure, 20 feet knockback.
part of casting any jutsu with the Fire Release keyword. Additionally, all attacks
made with jutsu with the Fire Release keyword gain a +2 to critical threat range, Draconic Fireball (Cost: 10 chakra). Area Weapon Attack: DC 24 Dexterity, 30-foot
and creatures are considered as critically failing a saving throw against one of radius sphere (travels in a 120-foot-long line), all targets. Critical Success: No
the Fire Genryū’s attacks or jutsu if they fail by -3 or more, as opposed to -5 (For damage or effects. Success: Half damage, no effects. Failure: 35 (6d8+8) Fire
effects that do not normally have a critical failure effect, the target takes an damage and Burned. Critical Failure: 35 (6d8+8) Fire damage, 2x ranks of
extra 2 die of damage when they would critically fail, if the effect does damage). Burned. A trail of fire is left where the fireball travels for one round.
Scorching Savagery. The Fire Genryū gains a +1d6 bonus to attack rolls against Flame Pillars (Recharge: Action + 15 Chakra). The Fire Genryū slams the ground,
creatures who are benefitting from a bonus to AC from a jutsu, feature, or trait causing pillars of fire to erupt. All creatures within a 90-foot cone must
they cast/activated in same round. Additionally, once per turn when the Fire succeed a DC 30 Acrobatics check to avoid being struck by a pillar. On a
Genryū targets a creature with a weapon attack, it may target another creature failure, they take 2d10+2 fire damage, are Burned, and knocked up 30 feet into
with the same attack, if they are within range. the air.
Will of Fire (1/Combat). When the Fire Genryū falls to 0 hit points or dies, at the
beginning of its next turn the spikes on its head are emboldened by flame,
The Fire Genryū can take an Elite Action, at the end of another creatures turn, a
reviving the dragon with 120 hit points and chakra, and removing all conditions.
number of times equal to the number of hostile creatures in initiative, minus 1,
For the rest of combat the Fire Genryū gains a +2 to attack & Save DC, and deals
per round to do one of the following or can spend its Elite Action to gain an
an extra +5 fire damage on its damage rolls.
additional reaction. It regains spent Elite Actions at the beginning of each of its
turns.
Sage of Fire. The Fire Genryū treats all jutsu it casts as Sage Beast Arts, and as S- Attack. The Fire Genryū makes two attacks with any of it listed attacks or Casts a
Rank jutsu if a hostile creature would attempt to dispel, counter, or interrupt Jutsu of C-Rank or lower or uses a feature.
the casting. Also, the Fire Genryū casts all Ninjutsu with the Fire Release Move. The Fire Genryū moves up to its movement speed.
keyword using Constitution and treats them as Hijutsu. Volcanic Roar. The Fire Genryū roars with the rage of a volcanic mountain. All
Body of Fire. Once per turn, the Fire Genryū ignores up to 10 DR, and all creatures within 30 feet of it must succeed a DC 20 Charisma saving throw or
temporary hit points when it deals Fire damage. gain 2 ranks of Fear/Demoralized. The Fire Genryū cannot use this Elite Action
Dragon of Fire. All jutsu with the Fire Release keyword or Wind Release keyword more than once per round.
cast while the Fire Genryū is in initiative (excluding the Genryū itself), gain a 164
Dragon of Water. All jutsu with the Water Release keyword or Fire Release
keyword cast while the Water Genryū is in initiative (excluding the Genryū
B-Rank, Huge Sage Creature, Iconic Supporter, Solo (4), Genryū, Prof +7 itself), gain a +1/suffer a -1 to damage die, respectively. For the Water Genryu
Level: 13, Tenacity Die: 13 itself, all Cold damage the Water Genryū deals with jutsu is increased by two
damage die and one step.
Armor Class 22 (Natural Armor), DR 5
Hit Points 826
Chakra Points 812 Ninjutsu. +11 to hit (Ninjutsu Save DC 20)
Speed 60 ft (Swim), Initiative +11 C-Ranks (Cost: 9): Beast Imitating Art: Bear, Beast Imitating Art: Tiger, Drowning
Bubble, Roar of Atlantis, Raging Tide
STR DEX CON INT WIS CHA B-Ranks (Cost: 14): Beast Imitating Art: Tiger, Four Shark Rain, Heavenly Mirror of
21 (+5) 18 (+4) 18 (+4) 7 (-2) 14 (+2) 18 (+4) Hope, Shark Bomb, Water Tearing Fang
A-Ranks (Cost: 20): Beast Imitating Art: Oni Twins, Deep, Water Formation: Wall,
Saving Throws Str +8, Dex +7, Con +11, Int +1, Wis +9, Cha +11 Water Dragon
Damage Immunities Water, Acid S-Ranks (Cost: 25): Supreme Water Lion
Damage Resistances Fire
Damage Vulnerabilities Earth
Condition Immunities All Physical, Chilled
Multiattack 3. The Water Genryū makes 3 attacks using its Fin Swipe, or two
Skills Acrobatics +18, Athletics +12, Chakra Control +21, Nature +9, Ninshou +12,
attacks with its Fin Swipe and another one of its listed attacks.
Survival +16
Senses passive Perception 12, Darkvision 240ft., Chakra Sight 60ft., Amphibious Fin Swipe. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 18
(2d12+5) bludgeoning and 5 (2d4) cold damage. On a roll of a 15-20, the
Aqua Scribe. All jutsu that the Water Genryū casts that creates a construct gain target is knocked to the side 15 feet and falls prone.
the Water Release keyword. Constructs summoned by Water Genryū are Tidal Wave (Cost: 10 Chakra). Area Weapon Attack: DC 21 Strength, reach
resistant to all damage (excluding Earth) and gain a +2 to all attack and damage 40-foot high, 30-foot long, 90-foot wide line, all hostile targets. Critical
rolls while within 30 feet of the Water Genryū. Success: No damage or effects. Success: Half damage, no effects. Failure: 16
Master of the Depths. The Water Genryū may concentration on up to three (3d10) cold damage and caught in wave. Critical Failure: Same effects as
jutsu with the Water Release keyword at once, and once per turn can Failure and target has disadvantage on their next Strength check.
impose a -1d4 penalty to a saving throw made by hostile creatures against This wave moves 30 feet each round, moving creatures caught within it,
a jutsu with the Water Release keyword it casts. with it. At the start of a caught creature’s turn, they must succeed a DC 23
Strength (Athletics) check or else take the damage again and remain caught in
One with the Sea. The Water Genryu cannot lose concentration of jutsu with the
the wave, unable to move. On a success, a creature takes half damage and can
Water Release keyword as the result of taking damage (unless the damage is
move by swimming, the wave counting as difficult terrain. The height of the
Earth, in which case it makes a concentration check at advantage). Also, the
wave reduces by 10 reach round, until it reaches 0 and disappears.
Water Genryu counts as a sufficient source of water.
Raging Water Bullet (Recharge: Action + 15 Chakra). Area Weapon Attack:
Primeval Ocean. As part of rolling for initiative, the Water Genryū casts the
DC 21 Dexterity, 20-foot radius sphere (travels in a 90-foot-long line), all
Deep Water Release Ninjutsu, treating itself as two casters. Additionally,
targets. Critical Success: No damage or effects. Success: Half damage, no
the Water Genryū casts the 4 Shark Rain Water Release Ninjutsu, instead
effects. Failure: 29 (7d6+5) Cold damage, Chilled, Slowed. Critical Failure:
summoning a number of sharks equal to twice the number of hostile
Same effects as a failure plus Weakened.
creatures it is facing, commanding two sharks to attack each hostile
creature immediately.
The Water Genryū can take an Elite Action, at the end of another creatures turn, a
number of times equal to the number of hostile creatures in initiative, minus 1,
Sage of Water. The Water Genryū treats all jutsu it casts as Sage Beast Arts, and
per round to do one of the following or can spend its Elite Action to gain an
as S-Rank jutsu if a hostile creature would attempt to dispel, counter, or
additional reaction. It regains spent Elite Actions at the beginning of each of its
interrupt the casting. Also, the Water Genryū casts all jutsu with the Water
turns.
Release keyword using Constitution and treats them as Hijutsu.
Attack. The Water Genryū makes one attack with any of it listed attacks or Casts
Body of Water. At the start of each of the Water Genryū’s turns, all allies within
a Jutsu of B-Rank or lower or uses a feature.
60 feet of it recover a number of hit points equal to half its level (6) and remove
one Physical, Elemental, Mental, or Sensory condition affecting them. This Aqua Step. The Water Genryū morphs itself into water and teleports up to its
passive fails to activate if the Water Genryū is not in water. movement speed to a space within a body of water.
Command. The Water Genryū commands up to two allies to move and take their
165
action.
once per turn the Lightning Genryū can spend 5 chakra to activate an Overcharge
effect, as opposed to its bonus action.
B-Rank, Huge Sage Creature, Iconic Controller, Solo (4), Genryū, Prof +7 Dragon of Lightning. All jutsu with the Lightning Release keyword or Earth Release
Level: 13, Tenacity Die: 13 keyword cast while the Lightning Genryū is in initiative (excluding the Genryū itself),
gain a +1/suffer a -1 to damage die, respectively. For the Lightning Genryu itself, all
Armor Class 22 (Natural Armor), DR 5 Lightning damage the Lightning Genryū deals with jutsu is increased by two
Hit Points 857 damage die and one step.
Chakra Points 964
Speed 50 ft (Walk /Climb), Initiative +13
Ninjutsu. +13 to hit (Ninjutsu Save DC 23)
D-Ranks (Cost: 5): Chakra Shield, Thunder Tempest, Lightning Speed, Lightning
STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 20 (+5) 16 (+3) 1 (-5) 12 (+1) Knuckle, Lightning Repel
C-Ranks (Cost: 9): Lightning Uppercut, Spider Web, Static Falcon, Surge, Thunder
Bomb
Saving Throws Str +10, Dex +14, Con +13, Int +7, Wis -1, Cha +5 B-Ranks (Cost: 14): Lightning Spear, Lightning Transmission, Revenge, Tenacious Jolts
Damage Immunities Lightning A-Ranks (Cost: 20): Powerful Bullet Breath
Damage Resistances Water, Slashing
Damage Vulnerabilities Wind
Condition Immunities All Physical, Shocked, Blinded, Dazzled
Multiattack 3. The Lightning Genryū makes 3 attacks using any of its listed attacks.
Skills Athletics +20, Acrobatics +20, Chakra Control +19, Intimidation +15
Claws. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 16 (4d4+6)
Senses passive Perception 5, Blindsight 300ft.
Slashing damage + 5 (2d4) Lightning damage. On a roll of 16-20, the target
gains 1 rank of Shocked and is knocked prone.
Black Lightning Storm. The Lightning Genryū is always surrounded by dense storm
clouds in a 150-foot cloud. Creatures inside the radius cannot see outside it and are Tail. Area Weapon Attack: DC 23 Dexterity, 15-foot cone, all targets. Success: Half
treated as being in darkness (though the Lightning Genryu can always be seen due to damage, no effects. Failure: 16 (3d6+6) Bludgeoning damage plus 5 (2d4) Lightning
the light it emits). Creatures outside the radius cannot see into it. At the start of each damage, prone. Critical Failure: Same effects as failure, 20 feet knockback.
round, all hostile creatures must succeed a DC 23 Dexterity saving throw or take 4d8 Spark Shot (Cost: 5 Chakra). Ranged Weapon Attack: +14 to hit, range 120ft, one
Lighting damage, become Shocked and become unable to cast jutsu that require the target. Hit: 15 (2d8+6) Lightning damage. On a roll a 16-20, the target is Shocked
M component until the end of their next turn, as a bolt of lightning strikes them. and Slowed.
When the Dragon is bloodied, the storm disappears for one round. When it returns,
Lightning Trail (Recharge: Action + 15 Chakra). Multiple bolts of light strike in
hostile creatures now make their saves with disadvantage.
quick succession at two different areas. Area Weapon Attack: DC 23
Electromagnetic Perception. The Lightning Genryū has evolved to sense its prey Constitution, reach 60 feet, two 25-foot long, 5-foot wide lines (these lines can
through the electromagnetic force they produce due to its lack of eyes. It is always curve and cannot overlap), all targets. Critical Success: No damage or effects.
aware of any creatures within 300 feet of it and is immune to effects that require its Success: Half damage, no effects. Failure: 31 (10d4+6) Lightning damage,
vision (including Genjutsu with the Visual keyword). Shocked, Slowed. Critical Failure: Same effects as a failure, Dazed.
Refractive Scales. When the Lightning Genryū casts a jutsu with the Lightning Release
keyword, a resonance of the chakra used it channeled throughout its body until the
end of the turn, granting it a +1 bonus to AC, +15 bonus to movement speed, and a The Lightning Genryū can take an Elite Action, at the end of another creatures turn, a
+1d6 bonus lightning damage to damage rolls. This effect also occurs if it takes number of times equal to the number of hostile creatures in initiative, minus 1, per
lightning damage from a hostile creature. If this trait is activated this way, make a round to do one of the following or can spend its Elite Action to gain an additional
melee or ranged Ninjutsu attack against the triggering creature at advantage, reaction. It regains spent Elite Actions at the beginning of each of its turns.
redirecting half of the damage dealt on a hit. Attack. The Lightning Genryū makes two attacks with any of it listed attacks or Casts a
Thunderous Might. When the Lightning Genryū becomes Bloodied (under 50% hit Jutsu of C-Rank or lower or uses a feature.
points), its circuit-like scales surge with red electricity. For the remainder of combat, Lightning Step. The Lightning Genryū selects one space within range of its movement
it is also under the effects of Refractive Scales, can make one attack with its Claws speed. A strike of lightning hits this space, and the Lightning Genryū teleports to
or Spark Shot as part of teleporting, and melee attacks that strike it within 10 feet this space. If there is a creature in this space, they must succeed a DC 22 Dexterity
(that do not deal Wind damage) cause the attacker to take 7 Lightning damage. saving throw or take 17 (5d6) lightning damage. Regardless of a pass or fail, the
Lightning Genryū teleports to space that can hold it adjacent to the creature.
Twin Dragon Strike (Cost: 20 Chakra). The Lightning Genryū stands up on its hind legs
Sage of Lightning. The Lightning Genryū treats all jutsu it casts as Sage Beast Arts,
and summons two giant stakes of lightning in claws before slamming them into the
and as S-Rank jutsu if a hostile creature would attempt to dispel, counter, or
ground. All creatures within a 60-foot radius must make a DC 22 Dexterity saving
interrupt the casting. Also, the Lightning Genryū casts all jutsu with the Lightning
throw (at disadvantage if they are within 10 feet of Lightning Genryū). On a failed
Release keyword using Dexterity and treats them as Hijutsu.
saving throw, creatures take 35 (14d4) Lightning damage and are Stunned until the
Body of the Lightning. Jutsu the Lightning Genryū casts that inflict a condition of any start of their next turn. The Lightning Genryū provokes an attack of opportunity
type, cannot have their saving throws (if any) made with a Jutsu based bonus that when it uses this action, and it cannot use this action more than once per round.
allows the target to roll additional dice, that isn’t a D20 (Such as Bless). Additionally,
166
MAGIC ITEM: DRAGON BLADE
The Dragon Blade is a legendary magic item related to
the Genryū. In Naruto Shippuden: Dragon Blade
Chronicles, this weapon was crucial to the story as it
was the only thing capable of defeating the Genryū.
This aspect of this blade has been changed to allow
the Genryū to stand on their own as strong but
surmountable bosses.
Peerless Power. The Light Genyrū ignores resistance, treats immunity as resistance,
and treats DR as half its listed value. Also, creatures that make a saving throw
S-Rank, Gargantuan Sage Creature, Epic Iconic Caster, Solo (4), Genryū, Prof + 8 against the Light Genyrū subtract a -1d4 from their result.
Level: 18, Tenacity Die: 18 Zenith of Elemental Might. When the Light Genyrū takes elemental damage that it
is immune to from a hostile creature, if the immunity cannot be negated in any way
Armor Class 28 (Natural Armor), DR 8 it recovers hit points and chakra points equal to the damage dealt.
Hit Points 2504
Chakra Points 2861
Genyrū of Light. Jutsu the Light Genyrū casts count as Sage Beast Arts and are
Speed 75 ft. (Walk/Fly), Initiative +17
therefore treated as S-Rank if a hostile creature would attempt dispel or interrupt
its casting. All Jutsu the dragon casts are classed as Hijutsu and do not require HS.
STR DEX CON INT WIS CHA
23 (+6) 21 (+5) 21 (+5) 26 (+8) 16 (+3) 12 (+1) Photonic Body. The Light Genyrū is immune to effects that would prevent its chakra
molding and rolls a 3d20 when making a clash check (taking the highest).
Saving Throws Str +16, Dex +12, Con +16, Int +19, Wis +10, Cha +12 Dragon God. Jutsu with any Elemental keyword cast by a hostile creature that the
Light Genyrū is immune to has its cost increased by +8 and suffers a -2 penalty to
Skills Athletics +22, Acrobatics +21, Chakra Control +21, Illusions +19, Intimidation
attack, damage dice, and Save DC. Also, all damage dealt with jutsu by the Light
+17, Ninshou +24, Perception +19
Genyrū is increased by 1 step.
Damage Immunities Earth, Wind, Fire, Cold, Lightning, Non-Chakra Enhanced
Bludgeoning, Piercing, Slashing
Condition Immunities All Physical, All Mental Ninjutsu. +18 to hit, (Ninjutsu save DC 26)
Senses Passive Perception 29, True Sight 120ft D-Ranks (Cost 5): Body Flicker, Hollow Stars, Bind, Fracture
C-Ranks (Cost 9): Splinter, Mobility Restriction
Elemental States. Upon entering the Light Genyrū’s second phase (1669 hp), reroll B-Ranks (Cost 14): Banishing Seal, Curse of the Prey
initiative entirely and roll a 1d5. The Light Genyrū enters one of its Elemental States A-Ranks (Cost 20): Crown of Stars, Excellent Chakra Spears
based on the result. While in an Elemental State, the Light Genyrū’ gains +3 to attack S-Ranks (Cost 25): Sealing Art: Void
rolls, increases it damage die by +2 and by 1 step, and increases the penalty of
Peerless Power to a -1d6. These effects only apply to jutsu with the Elemental
State’s respective keyword. Additionally, the Light Genyrū’s gains a specific benefit, Multiattack 4. The Light Genyrū makes four attacks, using any of its listed attacks.
its markings change color, and its resistances, immunities, and vulnerabilities also Claw. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 22 (3d8+6) slashing
change, as denoted below. The Light Genyrū remains in an Elemental State until it damage plus 5 (2d4) [Elemental State] damage or Force damage. On a roll of a 16-
loses 167 hit points, after which one of the Crystals on its head shatters and it loses 20, the target is knocked prone and gains one rank of a condition associated with
access to the Elemental State permanently (also losing immunity to the Elemental the [Elemental State] or is knocked back 15 feet.
State’s specific damage type). At the start of the next round, reroll the d5 and enter a
Tail. Area Weapon Attack: DC 26 Dexterity, 20-foot cone, all targets. Success: Half
new Elemental State, until no more remain.
damage, no effects. Failure: 19 (4d6+5) Bludgeoning damage plus 5 (2d4)
• [1] Earth State (Res: Cold | Vuln: Lightning | Color: Brown): The Light [Elemental State] damage or Force damage, prone. Critical Failure: Same effects
Genyrū gains 36 temporary hit points at the start of its turns. as failure, 30 feet knockback.
• [2] Wind State (Res: Lightning | Vuln: Fire | Color: Green): The Light Light Fang (Recharge: Action + 30 chakra). Area Weapon Attack: DC 26 Dexterity save
Genyrū gains an extra 2 reactions per round, which it can only use to cast (disadvantage if Passive Perception is less than 25), reach 30-foot cone, all targets.
Wind Release jutsu with the casting time of a reaction.
Critical Success (10 or more): No damage. Success: Half damage. Failure: 82
• [3] Fire State (Res: Wind | Vuln: Cold | Color: Red): Hostile Creatures that (15d10) Force damage. Critical Failure: Same damage as failure, ignores DR/THP.
enter or start their turn within 30 feet of the Light Genyrū must succeed a DC
26 Constitution save or take 5d8+5 fire damage and gain 2 ranks of Burned.
• [4] Water State (Res: Fire | Vuln: Earth | Color: Blue): For the duration of Attack. The Light Genyrū makes two attacks using any of its listed attacks or casts a
this state, the 4 Shark Rain Water Release jutsu is always active, with 2
Jutsu of B-Rank or lower.
sharks per hostile creature, all instantly being commanded. If the Sharks are
killed, they are resummoned at the start of the next round. Wing Beat. The Light Genyrū beats its wings and produces a flash of light. All hostile
creatures within 20 feet must succeed a DC 25 Dexterity save or be knocked prone
• [5] Lightning State (Res: Earth | Vuln: Wind | Color: Yellow): A 250-foot
storm cloud surrounds the Light Genyrū, causing all creatures other than and gain 2 ranks of Dazzled. The Light Genyrū then moves up to half its speed.
itself to be in total darkness. The Light Genyrū also gains +30ft of speed and Orbs of Light (Recharge: 9-10). The Light Genyrū produces 7 floating orbs of light that
a +1d8 lightning damage bonus to damage rolls. float 50 feet high within 60 feet of the dragon. These orbs have 1 hit point and 21
Manifestation of Elemental Power. The Light Genyrū may cast any jutsu known by AC. At the start of a hostile creature’s turn, make one ranged Ninjutsu attack
any of 5 core elemental Genyrū. It may also perform any attack they possessed dealing 7 force damage which ignores DR as they are struck by a beam of light.
that cost chakra. The Light Genyrū loses access to an elemental Genyrū ‘s jutsu 168
and attacks if it loses immunity to that Genyrū’s elemental damage type.
169
EXPERTS
GHOSTS
GIANT CLANSMAN
GOBLINOIDS
ILLUSIONIST
INQUISITOR
170
INVOKER
Powerful chakra manipulators able to manipulate the
very fabric or the world we live on. While unable to
change any fundamental laws or rules, most invokers
have a distinct control over some obscure concept such
as luck or fire, and it most of the time only is in relation
to themselves, such as being unable to control fire
conjured by someone else or otherwise.
171
172
MONSTER(S) Artist Credit: [Top Photo]
Artist Credit: [Bottom Photo]
In the world of Naruto while most things can be
explained as a Jutsu gone wrong, a Sage Beast, a Demon
or even some form of terrible chakra-based mutation,
some things, unfortunately, just don’t have the same
explanations. Some things are just simply put, monsters.
Monsters in the world of Naruto need not be explained
as anything other than what they are, monsters. Maybe
there is a history to them, but that is for you and your
world to develop. These monsters will have some bits of
self-imposed stories applied to them but that is to say
that they will be generic and can be taken and applied in
any way for the world of Naruto that you exist within.
JOROGUMO
Lying in wait, in many ancient castles, compounds
and palaces. Are beautiful, young, and extremely
attractive men and women. All with flawless skin,
perfect features but all eerily close to the imagery
of spiders. These people are exceedingly friendly,
kind and inviting. They share food, water, lodgings
to all manner of travelers, Samurai, Shinobi or
Mercenary.
But this kindness is truly a falsehood. They do
this to draw their targets in. Draw their food, in.
Jorogumo unlike other creatures should survive in
communities of 10~20. Often an even split of
masculine or feminine facing individuals. But this
is for show, as once their prey has consumed to
their hearts content, it is revealed that they have
been tricked, drugged even and made to watch as
the colony reveals their true forms and dines on
their still living body.
Kindness For Weakness (Clan, Unique). While not in combat, if Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit.
the Jorogumo makes a successful Persuasion against a creature, 1d6+5 Necrotic damage. On a roll of 16 or higher, target gains 1
they gain 1 rank of Charmed and 2 ranks of Concussed for the rank of Bleed and its speed is reduced by 5 feet for each rank of
next 24 hours. This Charm can only be removed early by Jutsu or bleed it has.
by spending an Action to make a DC 18 Wisdom save. Web. Ranged Weapon Attack: +10 to hit, reach 30ft, one target.
Lethal Attack (Role, Unique). When this creature deals damage to Target is grappled by webbing. As an Action, the grappled target
a target while within 5ft of an allied creature or while it has can make a DC 18 Strength Check freeing themselves. The webs
advantage on its attack roll, it deals an additional 4d8 damage to can be attacked and destroyed, with an AC of 10, and 5 HP, by
its target, once per turn. creatures other than the grappled target.
173
BOLLA
A massive serpent, covered in beast like fur.
Often mistaken for Dragons or Sage Snakes,
the Bolla is theorized to have been born of a
foul experiment by a twisted scientist or
Kage in time past. Theorized to be a hybrid
abomination between Snake and Boar Sage
beasts. Originally developed as a war
machine to combat other villages with a
Tailed beast, the Bolla was bred to be
unfeeling, uncaring, and only care about
killing as many other living creatures as
possible that it can both sense or see.
Due to the creatures purpose, it was soon after
stopped and sealed in a long hibernation with
Genjutsu. To this date its been sleeping for
decades, waiting to be awoken to accomplish its
original goal of total destruction. When awake, the
Bolla is destruction incarnate, destroying
everything in its path.
Bolla’s are estimated to be able to unfurl its
snake like form stretching up to 120 feet long and
having a girth of 25 feet.
S-Rank, Solo, Epic Generalist, Gargantuan Mutant, Prof +12 Forced Hibernation. This creature for all of its power, is vulnerable to All Genjutsu
Level: 21 (100 XP), Tenacity Die: 21 that would force it to Sleep. If this creature would be the target of a Genjutsu
that would force it to sleep, it must make a DC 10 Wisdom Save. On a critical
Armor Class 31 (Natural Armor) failure (failed by 5 or more) this creature falls into a 10-year slumber. If it takes
Hit Points 2900 damage, it awakes, taking 3 turns prior to initiative being rolled. Each time it
Chakra Points 2900 passes this save, it increases the DC by +2, until it fails.
Speed 90 ft. burrow, Initiative +21 Unstoppable. The Bolla cannot make checks or saving throws at disadvantage.
Force of Wrath. This creature ignores bonuses to AC as a result of Jutsu.
STR DEX CON INT WIS CHA
28 (+9) 28 (+9) 28 (+9) 4 (-3) 10 (+0) 4 (-3)
Multiattack 5. The Bolla can make 5 attacks, using any combination of its
Saving Throws Str +20, Dex +20, Con +20, Int +2, Wis +6, Cha +2 listed attacks.
Skills Athletics +33 Bite. Melee Weapon Attack: +21 to hit, reach 60ft., one target. Hit. 6d6+9 Piercing
Damage Immunity: Bludgeoning, Piercing, Slashing, damage. On a roll of 15 or higher, If target is medium or smaller, it becomes
Damage Vulnerability: Acid, Lightning, Wind swallowed by the Bolla.
Condition Immunity: Paralyzed, Stunned, Incapacitated, Dazed
Tail Smash. Area Weapon Attack. Reach 90ft., target space. All creatures,
Condition Vulnerability: All Sensory
structures and constructs within 40 feet of select space makes a DC 20
Senses passive Perception 10, Tremorsense 120ft
Dexterity save. Critical Success (Beats DC by +5): No Damage. Success. Half
Damage. Failure: 4d8+9 Bludgeoning damage. Critical Failure (Fails DC by -5 or
Made For Destruction (Clan, Unique). The Bolla automatically destroys
more): 8d8+18 Bludgeoning damage.
structures and constructs it deals damage too. If a structure or construct was
made as a result of a Jutsu, it takes 10 times the damage the Bolla deals. Swallow. A swallowed creature is Blinded and restrained and has total cover
against attacks and other effects outside of the Bolla and takes 20d6 Fire
Made of Terror (Clan, Unique). Creatures who begin their turn within 100ft of
damage at the start of each of the Bolla’s turns. If the Bolla takes 100 or more
the Bolla must make a Wisdom saving throw vs a DC 25. On a failed save,
damage on a single turn from a single creature inside it, it expels the swallowed
they gain 5 ranks of Fear so long as they can see the Bolla. If a creature
creature into a space up to 90 feet away.
passes this save, they become immune to this effect for 24 hours.
Anti-Demon Purpose (Clan, Unique). If this creature is in combat with a creature
that is a Demon or treated as such, it will attempt to target that creature, and
The Bolla takes one Elite Action at the end of another creatures turn, once each
only that creature. Damage the Bolla Deals to that creature is treated as Twice its
creatures turn to do one of the following or can spend his Elite Action to gain an
original value but as Chakra Damage.
additional reaction. It regains spent Elite Actions at the beginning of each of its
Unkillable. The Bolla regains 290 Hit points at the beginning of each of its turns,
turns.
unless it took Acid or Lightning Damage the turn prior. This Regeneration
happens even if it has 0 hit points, unless the damage that reduced it to 0 was Attack. The Bolla makes 5 attacks, using any combination of its attacks.
Acid or Lightning. Move. The Bolla can move its full movement.
174
SHEMHAZIAN
A large, bestial monster that combines the worst
aspects of a bear, mantis, wolf and man. Born from
the same seed that birthed Satori many years ago.
Unlike Satori though, the Shemhazian was not
sealed to a simple box, but instead was sealed at
the bottom of an oasis found in the land of
Whirlpools by the Uzumaki. With the Uzumaki
clans erasure and no one to tend to the seal, this
monster grows closer to being released. Hundreds
of its kind exist and they raid cities in packs with
the sole purpose to eat the hearts of men and use
the women as seedbeds to create more of their
kind. They are a virus to the world that has yet to be
snuffed out.
Shemhazian’s are predators who hunt the
ultimate predator for the purpose of dominance.
Intimidating and physically more powerful than
most sage beasts due to their unholy combination
in such a way. These creatures take perverse
delight in mutilating and eating their victims and
doing what they please with the survivors. They
stand 9 feet tall and often weigh over 600 pounds.
175
MUTANTS
176
NECROPHAGE Artist Credit: [Pathfinder 1e]
The necrophage is not undead, the necrophage is
not a disease. The necrophage is a living organism
that infests corpses, reconstitutes the organic
material into new forms that it uses to kill more
host creatures to continue to grow and expand. The
forms the necrophage-infested bodies take are
visceral, twisted horrors of their former selves. It
can also form small discreet creatures out of the
biological material it has subsumed. The
necrophage is controlled and originally created by
an insidious, psychic artifact found deep in the
void. All Necrophage creatures are immune to the
need of eat, sleep, drink or breathing.
No one yet has been able to discern where the artifact
came from, why it was created, or by whom. Some say,
especially the fanatic cults that have grown up around its
influence, that it created itself as a manifestation of the
universe’s need to ascend to a higher, singular being. In
either case, its goals and actions involve adding more
biological material under its control and creating more
unused biological material for it to take.
Saving Throws Str +10, Dex +6, Con +9, Int +3, Wis +4, Cha -3 Necrotic Axe. Melee Weapon Attack: +11 to hit, reach 5ft., one
Skills Athletics +10 target. Hit.1d12 +5 Necrotic damage.
Condition Resistance: Bleed, Fear, Prone
Necrotic Hand Axe. Ranged Weapon Attack: +11 to hit, reach
Condition Vulnerability: Burned, Chilled
30ft., one target. Hit.1d6 +5 Necrotic damage.
Senses passive Perception 11
Minion (Class, Unique). This creature can cast one Jutsu on its
list per turn at no cost. If it takes chakra damage, it takes force
damage equal to the result of chakra damage instead.
177
NECRO BLADE REVENANT Artist Credit:
[https://www.pinterest.com/pin/393431717462309035/]
Blade Revenants are horrific warriors guided by the
same presence that guides other Necrophages. They
seem to act independently compared to a Foot soldier,
even occasionally acting as a squad leader for them,
alongside the Umbral Shadow, Ghastral Ghoul or Dreamy
Mist. The Revenant acts as the front line of any
Necrophage invasion.
The Revenant is an entity who, while not the most
powerful of the Necrophages, is capable enough to
overwhelm even the most competent Chunin and
multiple Genin. Revenants make use of their stolen
techniques and dark techniques to further their species
goals, whatever that may be.
There are often stories of Revenants who have
outplayed Jonin or even Kage level fighters, on their
own. But this is often a tall tail and only told as a means
to scare weaker individuals into leaving when there is
news of a Necrophage invasion happening.
• For every level above 9th, increase the Revenants Hit Points by +22 and Chakra by +15.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th
level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Str by +1 at 11th level and every 3 levels thereafter.
• Add the B-Rank Bukijutsu Arrow Rain and Ichimonji at 10th level, and the A-Rank
Bukijutsu 1-Shot Pierce and Chasing Fang at 15th level.
178
NECRO UMBRAL SHADOW There are often stories of Umbral Shadows who have
made even lowly foot soldiers as strong as Village Jonin.
Umbral Shadows are powerful chakra weavers guided by
But this is often a tall tail and only told as a means to
the same presence that guides other Necrophages. They
scare weaker individuals into leaving when there is news
seem to act independently compared to a Foot soldier,
of a Necrophage invasion happening
even occasionally acting as a squad leader for them,
alongside the Blade Revenant, Ghastral Ghoul or Dreamy Artist Credit:
Mist. The Shadow acts as the enhancer/enabler of any [https://www.pinterest.com/pin/393431717462309035/]
Necrophage invasion.
The Umbral Shadow is an entity that relies heavily
upon their allies for assistance, not because they
themselves are weak, but because they lack any standing
power to bring an end to a conflict. Designed and made
primarily to boost the combat capabilities of their other
Necrophage allies, the Shadow tries its best to stay to the
back of conflicts to avoid having its allies buffs ended
prematurely.
• For every level above 9th, increase the Shadows Hit Points by +17 and Chakra by +16.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1 at 10th
level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Int or Wis by +1 at 11th level and every 3 levels thereafter.
• Add the B-Rank Ninjutsu Death Ward at 10th level, and the A-Rank Ninjutsu Earth
Release: Calcite: Tenacity at 15th level.
• Add the B-Rank Genjutsu Bless and Invisibility at 10th level.
179
NECRO GHASTRAL GHOUL There are often stories of Ghastral Ghoul who have
crippled and even disabled village Jonin. But this is often
Ghastral Ghouls are powerful. They seem to act
a tall tail and only told as a means to scare weaker
independently compared to a Foot soldier, even
individuals into leaving when there is news of a
occasionally acting as a squad leader for them, alongside
Necrophage invasion happening
the Blade Revenant, Umbral Shadow or Dreamy Mist. The
Ghoul acts as a deterrent and counter to most shinobi Artist Credit:
villages, designed to shut down, control and dismay [https://www.pinterest.com/pin/393431717462317355/]
many shinobi who stand against the Necrophage
invasion.
The Ghastral Ghoul is an entity that fights, often
alongside or very close to the front line, releasing waves
of suppressing chakra to bring about the end of shinobi
and Samurai alike. They are often seen single handedly
holding back and even subduing multiple competent
shinobi of Genin, Chunin and even rarely some Jonin.
• For every level above 9th, increase the Ghouls Hit Points by +17 and
Chakra by +16.
• Increase Proficiency bonus and all attributes that require proficiency
bonus by +1 at 10th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Wis by +1 at 11th level and every 3 levels thereafter.
• Add the B-Rank Genjutsu Confusion at 10th level, and the A-Rank Genjutsu
Psychic Crush at 15th level.
Saving Throws Str +8, Dex +6, Con +7, Int +7, Wis +9, Cha -2
Skills Chakra Control +9, Illusions +9, Perception +9, Stealth +9 Genjutsu. +9 to hit, (Genjutsu save DC 18)
Condition Resistance: Bleed, Fear, Prone D-Ranks (Cost 5): Bane, Cause Fear, Corruption: Distain, Corruption:
Condition Vulnerability: Burned, Chilled Insolence, Psionics, Psycho Wave!
Senses passive Perception 19 C-Ranks (Cost 9): Alienation, Rabenda: Enigmatic Storm, Psionics:
Sensory Overload
Aura: Chakra Disruption (Role). Hostile creatures within 30 of the
Ghastral Ghoul who would cast a Jutsu that requires chakra
molding (CM), must make a DC 19 Constitution save. On a failed Pulse of Fear. Ranged Area Genjutsu: DC18 Intelligence Save, reach
save, the jutsu they would cast fails and their chakra is spent. 20 ft radius vs all creatures of choice. Crit Success: No damage/
This can be deactivated if this creature fails a saving throw as a effect. Success: Half damage/no effect, Failure: 3d6 Necrotic
result of a Ninjutsu with the Medical Release keyword. The aura is damage and 1 rank of fear, until end of Ghouls next turn. Crit
deactivated until the end of this adversaries next turn. Failure: 5d6 necrotic damage, 1 rank of fear and concussed.
180
NECRO DREAMY MIST Artist Credit:
[https://www.pinterest.com/pin/357895501650517569/]
Dreamy Mists are powerful, cruel and horrifying
creatures. They seem to act independently compared to a
Foot soldier, even occasionally acting as a squad leader
for them, alongside the Blade Revenant, Umbral Shadow
or Ghastral Ghoul. The Mist acts as a mass of destruction
and chaos during a Necrophage invasion.
The Dreamy Mist is an entity that fights, often far
behind the front line, releasing waves of destructive
attacks, with the soul intent of creating more and more
Necrophage seedbeds. They are often seen single
handedly wiping out multiple competent shinobi of
Genin, Chunin and even rarely some Jonin.
There are often stories of Dreamy Mist who have
destroyed village chunin and Jonin, simultaneously. But
this is often a tall tail and only told as a means to scare
weaker individuals into leaving when there is news of a
Necrophage invasion happening.
• For every level above 9th, increase the Mists Hit Points by +13 and Chakra
by +25.
• Increase Proficiency bonus and all attributes that require proficiency
bonus by +1 at 10th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Intelligence by +1 at 11th level and every 3 levels thereafter.
• Add the B-Rank Ninjutsu Medical Release: Venom Shower at 10th level,
and the A-Rank Ninjutsu Medical Release: Wilt at 15th level.
181
NOBILITY
182
OCCULTIST
The Occultist are those who believe in the twisted
entities that may or may not exist out in the universe.
Some entities make themselves known to the mortal
world, such as Jashin. Some keep themselves hidden. But
the inquisitive nature of man does nothing but bring
about the discovery of these entities. Often, when these
entities are discovered, they demand worship or loyalty
from those who discover it. It has been found that those
who encounter, discover or even research these entities,
also known as Occultists, tend to slowly fall into
madness derived from this encounter.
DARK DEACON
Dark Deacons are responsible for bringing in or helping
interest those who have any potential to interact with
their outer deity. Dark Deacons preach their deities
truths, in attempts to attract enough believers to their
dark faith.
While Dark Deacons try their best to avoid combat,
they themselves are capable enough to fight back if
forced into a hostile situation. They draw upon their
faith to empower their attacks and jutsu. Some even go
as far as to bring one or two jutsu scrolls into combat to
cast higher ranked jutsu than what they themselves, are
usually capable of.
Artist Credit:
[https://www.pinterest.com/pin/393431717462327599/]
• For every level above 7th, increase Hit Points by +5 and Chakra by +15.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 10th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Intelligence by +1 at 8th level and every 3 levels thereafter.
• Add the B-Rank Ninjutsu Thousand-Armed Murder at 10th level, and the A-Rank
Ninjutsu Crown of Stars at 15th level.
Saving Throws Str +3, Dex +3, Con +5, Int +9, Wis +8, Cha -4
Skills Illusion +13, Performance +11, Persuasion +11 Mind Sliver. Ranged Genjutsu Attack: +10 to hit, reach 30ft., one
Condition Resistance: Fear target. Hit.2d6 Psychic damage.
Condition Vulnerability: Bruised
Jutsu Scroll (1 Charge). Roll 1d4, the Dark Deacon casts the
Senses passive Perception 13
jutsu the die lands on. Once cast, the Deacon must spend 14
chakra each turn to maintain concentration on it.
Blessed By Him/Her (Affiliation, Unique). All creatures of the Dark
Deacons choice, within 30ft of them, who begins their turn within
range, must make a DC 17 Intelligence save. On a failure, they are
treated as if their normally failed their saving throw vs the
Shadow Monsters Genjutsu.
183
LORD JASHIN, THE WICKED
Jashin, the patron outer god of Jashinism.
Demanding of his worshipers nothing less
than utter death and destruction. The lives of
their neighbors, once per day, every day, for
the rest of the worshipers lives. In exchange,
those who worship Lord Jashin are granted an
immortal body via a dark ritual.
While he is worshiped as a normal deity, he
is far from such. An outer deity is a far closer
analog to the truth of Jashin.
A pure manifestation of chaos and murder
Jashin takes the form of a skeletal angel with
black wings, a white flaming head with his
iconic triangle and circle behind him. Posing
as a blackened angel, it is often easy to see why
those under his employ believes that he is a
God worth worshipping.
Lord Jashin is a not an Adversary that will be
casually found in the world of Naruto, but
instead summoned as a result of a grotesque
ritual at his worshippers desperate attempts to
please him. These rituals are rumored to
require the full simultaneous sacrifice of 1000
lives at once.
S-Rank, Solo, Caster, Gargantuan Celestial, Prof +12 Lives of the Worthless. Hostile creatures who begin their turns within 40 feet of
Level: 30 (100 XP), Tenacity Die: 30 Lord Jashin, the Wicked, who has less than 50 hit points, immediately take 51
Necrotic damage that cannot be reacted too.
Armor Class 36 (Chakra Armor) Manifestation Of Suffering. Lord Jashin cannot be truly killed. If Reduced to 0
Hit Points 3857 HP, this body dies, but the outer deity survives, waiting to be summoned
Chakra Points 4553 again.
Speed 90 ft. Fly, Initiative +19 Praise Be Lord Jashin. When Lord Jashin would cast a Jutsu that would spend a
Hit die as part of its cost, he selects one creature in initiative, that is not at full
STR DEX CON INT WIS CHA hit points. They pay the Hit Die cost in place of Lord Jashin, otherwise, Lord
31 (+10) 20 (+5) 26 (+8) 35 (+12) 22 (+6) 23 (+6)
Jashin pays that cost, with Tenacity die.
Saving Throws Str +19, Dex +20, Con +23, Int +27, Wis +21, Cha +15
Skills Athletics +22, Deception +30, Illusions +30, Intimidation +30, Ninjutsu. +26 to hit, (Ninjutsu save DC 32)
Nature +18, Perception +18 D-Ranks (Cost 5): Medical Release: Grim Mask, Medical Release: Grim Siphon
Damage Immunity: Necrotic, Cold, Bludgeoning, Piercing, Slashing, Poison C-Ranks (Cost 9): Medical Release: Grim Blade, Medical Release: Grim Legion
Damage Resistance: Acid B-Ranks (Cost 14): Medical Release: Grim Calling
Condition Immunity: All Mental, All Sensory A-Ranks (Cost 20): Medical Release: Grim Reality
Condition Resistance: All Physical S-Ranks (Cost 25): Medical Release: Genocide, Medical Release: Impending End,
Senses passive Perception 28, Blindsight 60ft, Truesight 60ft Medical Release: Plague
Pastime of Murder (Clan, Unique). Whenever a creature falls to, or begins its turn
with 0 hit points within 10 feet of Lord Jashin, they gain the maximum number of Multiattack 4. Lord Jashin, The Wicked casts Medical Release: Grim Blade
failed death saving throws possible. four times at A-Rank or Medical Release: Grim Siphon three times at A-Rank.
Artist Credit:
[https://www.pinterest.com/pin/393431717462327599/]
• For every level above 7th, increase Hit Points by +26 and Chakra by +26.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 10th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Strength and Constitution by +1 at 8th level and every 3 levels thereafter.
• Add the B-Rank Ninjutsu Water Needles of Death at 10th level, and the A-Rank
Bukijutsu Breath of Moon: Moonswaths at 15th level.
185
SKIN CARVERS
Some of the Occult followers are deft believers in the
idea that their deities require physical change in order to
be loved by them. Cursed with this knowledge, Skin
carvers have gone through the extreme measures of
changing and disfiguring themselves to their perceived
perfect physical form to their gods liking. This has
extended to kidnapping members of their own faith and
blessing them with these changes as well. These changes
result in large boosts to those individuals physical or
mental traits and abilities.
Skin Carvers are cruel, creepy and occasionally
difficult to find. Choosing to remain in their Occult labs
searching for perfection to appease the god they so
desperately worship.
Artist Credit:
[https://www.pinterest.com/pin/393431717462327337/]
• For every level above 6th, increase Hit Points by +21 and Chakra by +20.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 7th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Constitution by +1 at 8th level and every 3 levels thereafter. Every time
the Skin Carvers Constitution modifier increases, increase only their Hit Points by
their current level.
• Add the B-Rank Ninjutsu Raging Storm at 10th level,
and the A-Rank Genjutsu Geas at 15th level.
186
INHERITOR
Some of the Occult followers are born into the life of a
believer. Their parents raised them with this belief that
their outer deity calls upon them. Being born into this
life grants them a vastly different set of talents than
those simply letting faith guide them. These outer
deities see this devotion and through dark rituals and
twisted jutsu, these individuals are far more adept at
accepting these dark gifts and become known as an
Inheritor. Often varied depending on the following and
faith, Inheritors inhibit some form of body
transmutation either minor such as a single horn, or
changed eye color, or extreme with animal like arms and
legs, flesh and bone like muscles and appendages all
accompanying a close affinity to whatever their deity is
more aligned with.
Inheritor personalities are varied and are much less
liable to be devote followers due to their cruel
upbringing, but there are plenty that are. Below is an
example of an Inheritor who has a close affinity to Fire.
Pact Ninshou (Affiliation, Unique). Inheritors are offered to their Overcharge. When the Inheritor casts a jutsu, by spending 3 Tenacity
outer deity far before they are even born, forcing a pact upon them. die, the Inheritor adds the spent die to the damage roll, and if the 2
Inheritors cannot have their Chakra molding blocked as a result of or more creatures would fail their saving throws or the attack beats
this pact. the targets AC by 5 or more, the target becomes Staggered until the
end of its next turn.
Move. The Inheritor can move its full movement.
Heart of a Monster. The Inheritor gains DR equal to twice level vs
Bludgeoning, Piercing and Slashing damage.
187
• Damage immunity becomes Lightning, Damage Vulnerability becomes Wind.
• Inheritor of Fire becomes Lightning instead and affects Lightning damage.
o D-Rank: Banquet of Lightning, Electromagnetic Field, Guiding Bolt, Heaven Step, Lightning Repel
o C-Rank: Jolt, Lightning Fang, Lightning Liger, Static Falcon
o B-Rank: Chained Lightning
188
ORACLE
189
ONI
Creator: Drachenheist A-Rank, Large Demon, Standard, Generalist, Factionless, Prof +5
Oni are mischievous, ugly and wild, slightly bigger than Level: 9
a man, with staring eyes, unkept hair and potbellies.
These creatures are not common in modern Shinobi Armor Class 18 (Natural Armor), DR 3
lands but have been documented to appear in lesser Hit Points 172
developed regions that do not have the strongest Chakra Points 172
presence of shinobi. Speed 30ft, Initiative +4
They have clawed feet, fangs and porcine faces. Most
Oni dress in tiger skins and wield Tetsubo. Oni do not STR DEX CON INT WIS CHA
need to eat, however they have tremendous appetites 20 (+5) 14 (+2) 18 (+4) 12 (+1) 12 (+1) 10 (+0)
and like to eat, even to the detriment of the humans they
enslave or take prisoners. Oni are almost immortal. If Saving Throws Str +10, Dex+6, Con +9, Int +5, Wis +2, Cha +2
their body is slain, their spirit will survive. If the spirit is Damage Resistance All Ninjutsu Damage, All Genjutsu damage
not slain or banished as well, it will reform a new body Condition Immunities All Elemental, All Mental
over time. Skills Athletics +13, Chakra Control +12, Intimidation +8, Martial
Arts +13
Artist Credit: [Link to Source] Senses passive Perception 13, Chakra Sight 120ft
190
KO-ONI (SMALL ONI)
The smallest type of Oni, the Small Oni are still a force to A-Rank, Small Demon, Standard, Generalist, Factionless, Prof +4
be reckoned with due to their immense strength. Like all Level: 5
Onis the Ko-Oni do not die when they are killed but take
on a spirit form. Armor Class 17
Hit Points 95
Artist Credit: [Link to Source] Chakra Points 95
Speed 30ft, Initiative +3
Saving Throws Str +7, Dex+3, Con +7, Int +2, Wis +2, Cha +1
Damage Resistance All Ninjutsu Damage, All Genjutsu damage
Condition Immunities All Elemental, All Mental
Skills Athletics +10, Chakra Control +10, Intimidation +6, Martial
Arts +10
Senses passive Perception 10, Chakra Sight 120ft
191
AKA ONI (RED ONI)
The Aka Oni are native to the land of wind and other A-Rank, Demon, Standard, Striker, Factionless, Prof +5
places of heat. Known for having a very vivid skin color Level: 7
compared to other Oni, their very presence causes the
terrain around them to become hotter and for creatures Armor Class 19 (Natural Armor), DR 4
and objects to spontaneously combust. The home Hit Points 151
grounds of a Aka Oni quickly turn into a nest-shaped Chakra Points 116
furnace. Speed 30ft, Initiative +3
When fighting, the Oni becomes able to manipulate
the flames around it. Not only do they passively melt STR DEX CON INT WIS CHA
everyone that approaches it, they also engulf the 18 (+4) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0)
weapons of the demon which can augment its shape in
many ways. Like all Oni, the Aka Oni do not die when
Saving Throws Str +9, Dex+3, Con +9, Int +5, Wis +2, Cha +2
they are killed but take on a spirit form.
Damage Immunities Fire
Damage Resistance All Ninjutsu Damage, All Genjutsu damage
Artist Credit: [Link to Source]
Condition Immunities All Elemental, All Mental
Skills Athletics +9, Chakra Control +9, Intimidation +5, Martial Arts
+9, Ninshou +8
Senses passive Perception 10, Chakra Sight 120ft
Multiattack 2. The Aka Oni makes two attacks with its weapon.
Tetsubo. Melee Weapon Attack: +11 to hit, reach 5ft., one target.
Hit: 11 (1d12+4) Bludgeoning damage. The Aka Oni may spend
an additional 5 chakra on a hit to impose a DC 19
Constitution saving throw, giving the target one rank of
Burned on a failure.
192
AO ONI (BLUE ONI)
The Blue Oni are native to the land of snow and other A-Rank, Demon, Standard, Defender, Factionless, Prof +5
lands of cold. These Oni of blue skin can be easily Level: 7
identified from others of its kin, when it wants to settle
down in a new home, the Blue Oni creates a cave of frost, Armor Class 20 (Natural Armor), DR 3
where it rests in between hunts. The Blue Oni will try to Hit Points 157
kill any creature that would be a possible threat, quickly Chakra Points 126
destroying the local ecosystem around its cave. Speed 40ft, Initiative +3
While in Combat, the Blue Oni is covered by a
snowstorm that can freeze its opponents, in addition, it STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0)
can mold water release chakra to create waves of cold or
enhance its weapon. Like all Oni, the Blue Oni do not die
when they are killed but take on a spirit form. Saving Throws Str +9, Dex+3, Con +9, Int +5, Wis +2, Cha +2
Damage Immunities Cold
Artist Credit: [Link to Source] Damage Resistance All Ninjutsu Damage, All Genjutsu damage
Condition Immunities All Elemental, All Mental
Skills Athletics +9, Chakra Control +9, Intimidation +5, Martial Arts
+9, Ninshou +8
Senses passive Perception 10, Chakra Sight 120ft
193
KURO ONI (BLACK ONI)
The Oni of Coal-like skin are stronger and bigger than
other Oni, they have adapted to hot climates like the
smaller Red Oni, and also have become nigh-immune to
disease. Unlike the other Oni, the Kuro Oni lives
travelling the world, spreading disease and destruction
in its wake.
While in combat, the Kuro Oni make for formidable
opponents, using their enormous strength, enhanced by
fire, to break down their targets. They also use this time
to fill the air with their miasma, breaking down the
combat abilities of whoever tries to fight it.
Will of the Oni: Spirit Form. When an Oni dies or reaches 0 hit
points, the spirit of the Oni arises within the same space at the
A-Rank, Large Demon, Elite, Striker, Factionless, Prof +6 beginning of its next turn. An Oni Spirit has the same statistics as
Level: 11, Tenacity Die: 5 their body, but loses all resistances and immunities, instead
gaining resistance to Ninjutsu and Genjutsu, and immunity to all
Armor Class 21 (Natural Armor), DR: 6 Elemental and Mental conditions. An Oni Spirit also is equipped
Hit Points 288 with identical, spectral copies of its equipment, which disappear
Chakra Points 110 once it is killed. An Oni whose soul is destroyed or killed cannot
Speed 50 ft, Initiative +5 take the Spirit Form once more. An Oni will not enter its Spirit
form when killed if it is killed by a jutsu with the “Sealing Art”
STR DEX CON INT WIS CHA prefix or a weapon with a special seal designed to prevent this
20 (+5) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 10 (+0) trait from activating (DM’s Discretion).
Saving Throws Str +11, Dex+8, Con +10, Int +6, Wis +4, Cha +3
Damage Immunity: Fire, Poison Ninjutsu. +12 to hit (Ninjutsu Save DC 19)
Damage Resistance: All Taijutsu Damage, All Bukijutsu damage D-Ranks (Cost: 5): Corruption, Fire Bolt, Poisonous Blast
Condition Immunity: All Physical, All Sensory C-Ranks (Cost: 9): Acidic Blast, Dragon Flame Bombs, Great Fireball, Ray
Skills Athletics +11, Chakra Control +10, Intimidation +6, Martial Arts of Sickness
+11, Ninshou +9 B-Ranks (Cost: 14): Heavenly Flame, Spores of Ruin, Water to Acid
Senses passive Perception 11, Chakra Sight 120ft Taijutsu. +14 to hit (Taijutsu Save DC 21)
D-Ranks (Cost: 5): Breath of Flames: Unknowing, Nobunaga's Courage
Aura: Noxious Fumes. The Kuro Oni expels a toxic miasma. All C-Ranks (Cost: 9): Breath of Rose: Hanagoromo, Blunt Force Connection,
hostile creatures that enter or start their turn within 30 feet of the Earth Breaker
Kuro Oni must succeed a DC 21 Constitution saving throw or B-Ranks (Cost: 14): Breath of Rose: Futility, Breath of Flame: Rengoku
become Poisoned. Hostile creatures within 15 feet of the Aka Oni,
have disadvantage on this saving throw.
Bloodfury. Twice per turn when the Kuro Oni deals damage to a Multiattack 2. The Kuro Oni makes two attacks with its weapon.
creature, it gains a +1 bonus to its next attack roll against that Tetsubo. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit:
target on the following turn. This bonus can be no more than a 18 (2d12+5) Bludgeoning damage.
+5, and resets to +0 if the Kuro Oni misses the target.
Cleave. When the Kuro Oni makes a melee weapon attack against
a creature who has another creature within 5 feet of them, it The Kuro Oni takes one Elite Action at the end of another creatures turn,
can choose to deal its attack’s damage to both, if it hits. once each round to do one of the following or can spend its Elite Action
to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of its turns.
Demonic Legacy. The Legacy of the Oni is paramount. The Kuro Oni Attack. The Kuro Oni makes two attacks with its Tetsubo or Casts a
recovers hit points equal to its level (11) at the end of each of its Jutsu of B-Rank or lower or uses a feature.
turns.
Move. The Kuro Oni can move his full movement.
Demonic Strength. The Strength of the Oni is paramount. The
Stomp. The Kuro Oni stomps the ground, causing all creatures within 15
Kuro Oni adds its level (+11) to any damage it deals with
feet of it to succeed a DC 21 Strength saving throw or be knocked up
Taijutsu, Bukijutsu, Unarmed Damage, or Weapon’s Damage.
20 feet and fall prone. Creatures within 5 feet have disadvantage.
194
ONI SHUGO
When a Oni takes time to learn the ways of armor and
ninjutsu, they tend to turn into a wandering Amanojaku,
for the already wandering Kuro-Oni, this would be the
start of their life as a Oni Shugo.
The Oni Shugo are a Kuro Oni that, not happy
travelling alone, have started to lead bands of bandits
and other Oni to shack and plunder. While not great
military strategists, the strength and imposing figure of
an Armored Oni is enough to keep the ragtag bands of
miscreants in shape. Their time as a lone wanderer has
made the Shugo a beast in combat.
Will of the Oni: Armored Spirit Form. When an Oni dies or reaches 0
hit points, the spirit of the Oni arises within the same space at the
A-Rank, Demon, Solo(4), Striker, Oni King Attendant, Prof +6 beginning of its next turn. An Oni Spirit has the same statistics as
Level: 11, Tenacity Die: 11 their body, but loses all resistances and immunities, instead
gaining resistance to Ninjutsu and Genjutsu (and 10 DR against
Armor Class 24 (Oni Armor), DR: 10 Ninjutsu and Genjutsu), and immunity to all Elemental and
Hit Points 520 Mental conditions. An Oni Spirit also is equipped with identical,
Chakra Points 466 spectral copies of its equipment, which disappear once it is killed.
Speed 50 ft, Initiative +9 An Oni whose soul is destroyed or killed cannot take the Spirit
Form once more. An Oni will not enter its Spirit form when killed
STR DEX CON INT WIS CHA if it is killed by a jutsu with the “Sealing Art” prefix or a weapon
20 (+5) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 10 (+0) with a special seal designed to prevent this trait from activating
(DM’s Discretion).
Saving Throws Str +12, Dex+9, Con +11, Int +7, Wis +8, Cha +7
Damage Immunity: Fire, Poison
Damage Resistance: All Taijutsu Damage, All Bukijutsu damage Ninjutsu. +14 to hit (Ninjutsu Save DC 21)
Condition Immunity: All Physical, All Sensory D-Ranks (Cost: 5): Corruption, Fire Bolt, Poisonous Blast
Skills Athletics +11, Chakra Control +10, Intimidation +11, Martial C-Ranks (Cost: 9): Acidic Blast, Dragon Flame Bombs, Ray of Sickness
Arts +11, Ninshou +9 B-Ranks (Cost: 14): Spores of Ruin, Water to Acid
Senses passive Perception 11, Chakra Sight 120ft Taijutsu. +16 to hit (Ninjutsu Save DC 23)
D-Ranks (Cost: 5): Nobunaga's Courage, Weapon Break, Weapon Deflect
Cleave. When the Oni Shugo makes a melee weapon attack C-Ranks (Cost: 9): Afterglow, Falling Blade, Shockwave Slash, Heavy
against a creature who has another creature within 5 feet of Metal
them, it can choose to deal its attack’s damage to both, if it B-Ranks (Cost: 14): Combo Vault, Ichimonji, Judgement Cut
hits. A-Ranks (Cost: 20): Bestowal, Elemental Backlash, Shadowrush
Oni Armor. The Oni Shugo’s resistances cannot be ignored, and it
treats the first 3 critical hits it receives per combat as normal
hits. Multiattack 2. The Oni Shugo makes two attacks with its weapon.
The Strongest. The Oni Shugo uses its Strength score for Odachi. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 12
intimidation checks. Additionally, d20 rolls the Oni Shugo (2d6+5) Slashing . This weapon gains a +1 to critical threat range.
makes that use Strength cannot be made at disadvantage nor
with any penalties.
The Oni Shugo can take an Elite Action, at the end of another creatures
turn, a number of times equal to the number of hostile creatures in
Demonic Legacy. The Legacy of the Oni is paramount. The Oni initiative, minus 1, per round to do one of the following or can spend its
Shugo recovers hit points equal to its level (11) at the end of each Elite Action to gain an additional reaction. It regains spent Elite Actions
of its turns.. at the beginning of each of its turns.
Demonic Strength. The Strength of the Oni is paramount. The Attack. The Oni Shugo makes two attacks with its Odachi or Casts a
Oni Shugo adds its level (+11) to any damage it deals with Jutsu of B-Rank or lower or uses a feature.
Taijutsu, Bukijutsu, Unarmed Damage, or Weapon’s Damage. Move. The Oni Shugo can move his full movement.
Stomp. The Oni Shugo stomps the ground, causing all creatures within
15 feet of it to succeed a DC 23 Strength saving throw or be knocked
195 up 20 feet and fall prone. Creatures within 5 feet have disadvantage.
AMANOJAKU
A-Rank, Large Demon, Standard, Defender, Oni King Attendant,
While most Oni prefer the use of their brute strength to
Prof +7
get what they want, a few of them adapt to the fighting
Level: 13
styles of humans. The Amanojaku are Oni that unlike
other Oni wear heavy armor. Amanojaku use illusions
Armor Class 24 (Oni Armor), DR 10
and swordsmanship to take down their enemies while in
Hit Points 280
combat.
Chakra Points 226
Amanojaku are a rare sight even between Oni, as they
Speed 40ft, Initiative +5
only appear as part of dark rituals that summon them
from other realms. When Amanojaku are not part of the
STR DEX CON INT WIS CHA
cadre of a dark summoner, they then wander in small
22 (+6) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 10 (+0)
groups looking to either find a new evil lord or start a
kingdom for themselves.
Saving Throws Str +13, Dex+9, Con +11, Int +4, Wis +6, Cha +3
Damage Resistance All Taijutsu Damage, All Bukijutsu damage
Artist Credit: [Link to Source]
Condition Immunities All Physical, All Sensory
Skills Athletics +13, Chakra Control +11, Intimidation +7, Martial
Arts +13, Perception +10
Senses passive Perception 20, Chakra Sight 120ft
196
DAI ONI (ONI KING)
The most ambitious Amanojaku and Oni Shugo do not
content themselves with destruction and mundane
riches, of the already rare few, there is an even smaller
group that instead of terrorizing society, they want to
create a new one, to their image.
The Dai Oni are the biggest of Oni, they have lived for
thousands of years, adapted human customs of war, and
also peace. The Dai is king of both the Oni that follow
them and the humans that work for them as mercenaries
or as slaves. The Dai Oni is heavily armored and is a
master swordman of incomparable force and technique.
The Dai Oni can take an Elite Action, at the end of another creatures
Demonic Legacy. The Legacy of the Oni is paramount. The Dai Oni turn, a number of times equal to the number of hostile creatures in
regains 13 (level) hit points at the end of each of its turns. initiative, minus 1, per round to do one of the following or can spend its
Elite Action to gain an additional reaction. It regains spent Elite Actions
Demonic Strength. The Strength of the Oni is paramount. The Dai
at the beginning of each of its turns.
Oni adds its level (+11) to any damage it deals with Taijutsu,
Bukijutsu, Unarmed Damage, or Weapon’s Damage. Attack. The Dai Oni makes two attacks with its Odachi or Casts a Jutsu
of B-Rank or lower or uses a feature.
Will of the Oni: Armored Spirit Form. When an Oni dies or
reaches 0 hit points, the spirit of the Oni arises within the Move. The Dai Oni can move his full movement.
same space at the beginning of its next turn. An Oni Spirit has Stomp. The Dai Oni stomps the ground, causing all creatures within 15
the same statistics as their body, but loses all resistances and feet of it to succeed a DC 25 Strength saving throw or be knocked up
197 30 feet and fall prone. Creatures within 5 feet have disadvantage.
PLANT Artist Credit: [Source Image]
A unique type of creature that comprises vegetable like
constructs, living plants, breathing tree’s and the like.
How such creatures come to be is still a mystery but the
prevailing theory is due to chakra veins that run
throughout many lands giving life to these entities. Once
awoken, they seem to develop small communities that
develop a symbiotic relationship, choosing to remain in
their inanimate state as they have been for so long. But
others lash out. With their newfound sentience and
ability to think for themselves, it becomes too much and
they slink into insanity becomes roaming monsters in
the forests they once lived in.
All plants have an innate affinity for Water and Earth
Release, vulnerability to Fire damage, and are incapable
of using complex movements to perform Taijutsu or
Bukijutsu, and cannot use Genjutsu that does not use
Poisons.
Alluring Facade (Clan). The Princess of Thorns can alter its shape to
A-Rank, Standard, Generalist, Plant, Prof +3 accommodate any creatures most desired physical form. If Rose is
Level: 3 (10 XP) aware of any creatures preferences, it can shape shift to become
that figure. If it does, those creatures who are of a lower level than
Armor Class 17 (Natural Armor) or who has a lower Charisma score than Rose, that begin their turn
Hit Points 52 within 20 feet of it gains 2 ranks of charmed. A creature taking
Chakra Points 52 damage ends the charmed condition.
Speed 30 ft, Initiative +1
STR DEX CON INT WIS CHA Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
17 (+3) 8 (-1) 15 (+2) 14 (+2) 10 (+0) 17 (+3) D-Ranks (Cost 5): Agonizing Thorn, Earthen Grasp
Saving Throws Str +6, Dex +0, Con +5, Int +3, Wis +1, Cha +4
Skills Athletics +9, Deception +9, Nature +8, Survival +6 Thorns. Ranged or Melee Weapon Attack: +6 to hit, reach 30ft., one
Damage Resistance: Earth target. Hit. 2d4 Piercing damage. On a roll of 13 or greater,
Damage Vulnerability: Fire targets reduce their movement speed by 15 feet.
Condition Immunity: All Sensory Vine Whip. Melee Weapon Attack: +6 to hit, reach 10ft., one target.
Condition Vulnerability: Burned Hit.1d4 +3 bludgeoning damage. On a roll of 13 or greater, this
Senses passive Perception 13 attack automatically grapples a target creature.
198
FUNGAL ASPECT, TOADSTOOL
A Fungal Aspect, is a sentient mass of mushrooms,
cordyceps, and mold. This creature is monstrous,
gruesome, and horrifying by its very appearance. Its
entire body is soft to the touch, much like a fungi, but
it can seemingly harden certain parts of itself in an
attempt to cause harm to another it considers its prey.
Long teeth, sharp claws, dozens of eye stalks
erupting from its head cap and a staff made from its
biomass. This creature primarily hunts small
animals as prey, but if they become too large, they
will see humans as the small animal, and thus treat
it as prey.
When these creature die they spread. They
explode in a cloud of fungal pods that are inhaled by
non-fungal creatures, causing their pods to be
circulated throughout the host body, poisoning and
slowly killing them. The spores that reach the brain
via bloodstream cause the creature to slowly go mad
as they lose their minds to this infection. If the
creature dies while these spores are inside of them,
they quickly spread throughout the host body,
taking over every cell like a plague and transforming
the creature into a Toadstool that rises and begins
anew.
Recently found in the Land of Fire and Grass,
there has been an effort to find and wipe these
things out, but they multiply faster than shinobi can
cut them down.
199
FOREST GUARDIAN, GARWOOD
A Forest Guardian, is a sentient mass of wood, moss
and vines. This creature is large in size and mostly
chooses to remain underground away from prying
eyes or humanity.
A body constructed of hard wood for limbs and
soft vines for joints and a wooden structure sitting
where its head would be to simulate a sapient face,
this creature is anything but friendly. Often
travelers who pass through its territory may do so
unharmed, but the moment this creature notices
that those same travelers are unmoving or even
lingering too longer this large hulking brute will rise
and give chase. If any form of retaliation is met, the
Forest Guardian will mercilessly kill its targets, if
able.
Recently found in the Land of Fire and Grass,
there has been an effort to find and wipe these
things out, but they multiply faster than shinobi can
cut them down.
Forest Fortress (Role, Unique). The first time the Forest guardian
takes damage, each turn it is reduced by 3. This is in addition to
A-Rank, Large Standard, Defender, Plant, Prof +3 whatever Damage Reduction (DR) it currently has. This does not
Level: 3 (10 XP) work against fire damage.
Thick Bark (Clan, Unique). The Forest Guardians defense is
Armor Class 19 (Natural Armor), DR 5 (Except fire damage)
immeasurable. It gains 10 Temporary hit points at the beginning of
Hit Points 73
each of its turns. If the Forest Guardian has any ranks of burned, this
Chakra Points 51
feature does not trigger.
Speed 40 ft, Burrow 40ft, Initiative +2
Saving Throws Str +4, Dex +2, Con +7, Int +2, Wis +2, Cha +2
Skills Nature +8
Fist. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit.
Damage Resistance: Cold, Earth
4d4+1 Bludgeoning damage.
Damage Vulnerability: Fire
Condition Immunity: All Sensory
Condition Vulnerability: Burned
Senses passive Perception 13, Tremorsense 60ft
200
FOREST HARPY, GATHLAIN
A Forest Harpy, is a sentient mass of wood and vines
formed into the shape of a human with exaggerated
features. This creature shares a similar size to an adult
human of around 5 and a half feet (168 cm).
A body constructed of soft wood for limbs and soft
vines for joints and mossy wing like appendages
grant this creature the unique ability to fly. Often
travelers who pass through its territory do so
without even noticing that it is there, Lingering too
long will agitate the creature. When it is agitated, it
will begin to sing its Sirens song placing intruding
creatures into a dream like state, where it will then
snatch them high into the sky to be dropped like
many predator birds do to their prey.
Recently found in the Land of Fire and Grass,
there has been an effort to find and wipe these
things out, but they multiply faster than shinobi can
cut them down.
Forest Angel (Clan, Unique). If the Forest Harpy is killed its body
releases a surge of nature chakra that generates 10foot cube of
C-Rank, Standard, Lurker, Plant, Prof +3 spiked growth. All creatures within this area must make a DC 13
Level: 3 (10 XP) Dexterity save. On a failed save, they take 4d8 piercing damage
and are restrained by the growth. A restrained cannot make hand
Armor Class 15 (Natural Armor) signs and must spend its action to unravel itself from the vines.
Hit Points 33
Chakra Points 42
Speed 55 ft Fly, Initiative +4 Ninjutsu. +3 to hit, (Ninjutsu save DC 11)
E-Ranks (Cost 2): Chakra Movement, Chakra Blow
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Agonizing Thorn, Zephyr Strike
14 (+2) 16 (+3) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Saving Throws Str +5, Dex +6, Con +2, Int +1, Wis +1, Cha +0 Talons. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit.
Skills Nature +6 1d8+3 Piercing damage. On a roll of 15 or better or if attacking
Damage Resistance: Cold, Earth a creature that is paralyzed or stunned, target creature is
Damage Vulnerability: Fire automatically grappled. While this creature is grappling a
Condition Immunity: All Sensory creature, it cannot grapple another one. Additionally, the
Condition Vulnerability: Burned Harpies speed is reduced by 10 feet.
Senses passive Perception 10
Siren Song (1 Charge). The Harpy sings a song in an attempt to
hypnotize creatures who are not Plants. As an action, all
Photosynthetic (Role, Unique). At the beginning of each of the Harpies
creatures within 30 feet of the Harpy, must make a DC 15
turn, so long as it is direct sunlight, it regains 2d10 hit points, even if it
Wisdom saving throw. Critical Failure (Fail by 5 or more):
begins its turn with 0 hit points. This regeneration is negated if its hit
Creature is paralyzed for 1 minute, or until it takes damage.
points was reduced to 0 as a result of fire damage or has the burned
Failure: Creature is stunned until the end of its next turn. Pass:
condition for the duration of said condition.
Creature is unaffected by this ability.
201
202
PSYCHIC
203
RANGER
Masters of nature, traversal and environmental know
how, Rangers are those with exceptional skill often
found on the fringes of society. Taking some skills from
shinobi teachings and merging it with wildlife survival
technique you will create a Ranger.
While usually not under the employ of anyone
in particular, you can find rangers protecting or
leading small settlements of people on the
frontier. Occasionally hired to find or explore
uncharted territory when sending a shinobi is too
risky or expensive. Rangers often excel in ranged
combat, opting to use Bows, crossbows, throwing
weapons and in more fringe locations even
firearms.
Twin Shot (Affiliation, Unique). Once every other turn, this Gold
Cloak can spend its bonus action to prep two arrows for each
C-Rank, Standard, Striker, Rangers, Prof +4
shot. When it does double its Longbow attack damage die.
Level: 4 (10 XP)
Environmental Master (Affiliation, Unique). While the Gold
Armor Class 19 (Light Armor) Cloak is in the Land of Tree’s or a Forest it can dash as a bonus
Hit Points 56 action, ignore difficult terrain, and can make an attack of
Chakra Points 34 opportunity using its Longbow against a creature moving
Speed 50 ft, Initiative +5 within 30 feet of it, once per turn.
204
RED CLOAKS OF CROWELL
Red Cloaks are a small independent Ranger guild
found in the land of Tree’s to the north west of the
land of earth. Red Cloaks have been around as an
organization for about the last hundred or so years,
working closely with the Gold Cloaks. They act as
knights, warriors and military men/women in the
Land of Tree’s.
Masters of fencing allows the Red Cloaks to combat
shinobi in most cases to a standstill and even pushing
them back. While unable to compete with Jonin level
shinobi, it isn’t unheard of for a Red Cloak to completely
overwhelm a chunin or dominate a Genin in single
combat.
205
SAMURAI
Samurai are a military power similar to shinobi, though
not nearly as widespread. Samurai and shinobi are noted
to have first diverged in how they received the teachings
of Ninshou: samurai were more spiritual and idealistic,
while shinobi focused on using their chakra to keep
people's bonds alive. Only the Land of Iron continues to
use samurai, with all other countries having since opted
to use shinobi.
SAMURAI ARCHER
The Samurai Archer is one of many variants of Samurai
from the Land of Iron. Often partnered with a Hatamoto
(Captain) and Goshi (Strider) and occasionally with
Gokenin (Students) as part of training.
Specializing in long ranged combat, they carry a
longbow, shortsword and specialized arrows meant to
strike down their foes from a distance and even
occasionally counter Shinobi tactics with a flurry of hard
to avoid shots.
• For every level above 8th, increase Hit Points by +10 and Chakra by +6.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 10th level and every 3 levels thereafter.
• Level 9. The Samurai Archer can begin to cast B-Rank Jutsu.
• Level 12. The Samurai Archer increases their Dex and Con by +2. Increase all
relevant skills, saves, AC, attack bonuses, damage modifiers, Hit points or chakra
points.
206
SAMURAI STRIDER
The Samurai Strider is one of many variants of Samurai
from the Land of Iron. Often partnered with an Archer or
Hatamoto (Captain), and teacher of a Gokenin
(Students).
Specializing in close ranged combat, they carry a Tachi
and Katana. These warriors are known for their swift
strikes and abilities to swing faster than a shinobi can
even wield hand seals. Exclusively found in the land of
Iron, the Striders are the first line of defense whenever
war breaks out.
• For every level above 8th, increase Hit Points by +10 and Chakra by +6.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 10th level and every 3 levels thereafter.
• Level 9. The Samurai Strider can begin to cast B-Rank Jutsu.
• Level 12. The Samurai Strider increases their Str and Con by +2. Increase all
relevant skills, saves, AC, attack bonuses, damage modifiers, Hit points or chakra
points.
207
SAMURAI GOKENIN
The Samurai Gokenin is a Samurai of the lowest rank,
often seen as a student of a Strider or Hatamoto
(Captain). Full of focus, youth and tenacity, these
Samurai are always looking to learn and excel at their
teachings, no matter the circumstance
Neither specializing in close or long ranged combat, a
Gokenin is meant to be balanced in both. Focusing on
carrying a lighter variant of a katana often mistaken for
a Tanto, but slightly longer. These adversaries are versed
in swift strikes intended to leave lasting wounds.
• For every level above 5th, increase Hit Points by +10 and Chakra by +6.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 7th level and every 3 levels thereafter.
• Level 8. The Samurai Gokenin increases their Str and Dex by +2. Increase all
relevant skills, saves, AC, attack bonuses, damage modifiers, Hit points or chakra
points.
• Level 9. The Samurai Gokenin can begin to cast B-Rank Jutsu.
C-Rank, Standard, Generalist, Iron Samurai, Prof +4 Taijutsu. +7 to hit, (Taijutsu save DC 15)
Level: 5 (10 XP) D-Ranks (Cost 5): 3-Lateral Slash, Nobunaga’s Courage, Weapon
Deflect
Armor Class 16 C-Ranks (Cost 9): Afterglow
Hit Points 45 B-Ranks (Cost 14, Level 9+): Judgement Cut
Chakra Points 45 Ninjutsu. +4 to hit, (Ninjutsu save DC 12)
Speed 30 ft, Initiative +5 E-Ranks (Cost 2): Mending
208
SAMURAI HATAMOTO
SAMURAI HATAMOTO
The Samurai Hatamoto is the Captain of any Samurai A-Rank, Elite, Supporter, Iron Samurai, Prof +6
squad. The inspiring leader and charming warrior. Able Level: 10 (25 XP), Tenacity Die: 2
to inspire their allies to fight beyond their limits, and
even encourage them to supersede their peaks, the Armor Class 21, DR 8
Hatamoto is crucial to any complete samurai squad. Hit Points 144
Chakra Points 144
Speed 35 ft, Initiative +6
Saving Throws Str +11, Dex +6, Con +2, Int +3, Wis +4, Cha +9
Skills Martial Arts +11, Perception +5, Persuasion, +12
Damage Resistance: Slashing, Piercing, Bludgeoning
Damage Vulnerability: Psychic
Condition Immunity: Fear/Demoralized, Dazed
Senses passive Perception 15
209
SHAMANS
210
SPY
211
TENGU A-Rank, Demon, Standard, Striker, Tengu, Prof +4
Creator: Drachenheist
Level: 6
Tengu are Yokai with human and avian characteristics.
The Tengu like to guile and deceive those of good heart
Armor Class 21
to do wicked deeds, and when that fails, they use their
strength of arms for evil. The Tengu are powerful wind Hit Points 119
release users. Chakra Points 89
Speed 50 ft (50ft Fly), Initiative +6
KONOHA TENGU
STR DEX CON INT WIS CHA
The Konoha Tengu is a sacred being of the mountain 10 (+0) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 8 (-1)
winds. It has the appearance of a man with a very long
red nose and the wings of a crow. It is more civilized
Saving Throws Str +4, Dex +8, Con +4, Int +5, Wis +2, Cha +1
than the Karasu Tengu. While not as Skilled as the
Damage Resistance Lightning, Wind
Karasu Tengu, the Konoha Tengu is still a formidable
Skills Acrobatics +8, Martial Arts +8, Perception +4, Stealth +8
swordman. All Tengu have power over the winds and
Senses passive Perception 14
weather and can fly during storms.
Flight. The Tengu can fly their speed. While flying, the Tengu
Artist Credit: [Link to Source]
must move your entire movement speed or land—unless they
can also hover. Launching into flight provokes opportunity
attacks, even if a Tengu Disengages.
Press the Attack. The Konoha Tengu gains a 1d6 bonus on
Weapon and Taijutsu attacks against creatures who are
currently benefiting from a bonus to their AC as the result of
a Jutsu they cast this round.
Reckless. At the beginning of the Konoha Tengu’s turn it can
choose to gain advantage on all melee attacks OR advantage
on damage rolls it makes for that turn. However, hostile
creatures gain the same benefit targeting the Konoha Tengu
until the beginning of your next turn.
Warrior of the Storm. While concentrating on a wind release
jutsu, the Tengu ignore difficult terrain and deal an
additional die of wind damage with weapon attacks and
bukijutsu.
212
KARASU TENGU (CROW TENGU)
A-Rank, Demon, Standard, Striker, Tengu, Prof +6
The Karasu Tengu is a sacred being of the wild and the
Level: 10
winds. It has the appearance of a man with the head,
wings and feet of a crow. Tengu are mischievous beings Armor Class 23 (Unarmored Defense)
and often harass humans who dare pass beneath their Hit Points 211
nests. They are masters of Swordsmanship and legends Chakra Points 162
tell of heroes who have been trained by Tengu Sword Speed 50 ft (50ft Fly), Initiative +8
masters. All Tengu have power over wind and weather
and can fly during storms. STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 16 (+3) 10 (+0) 10 (+0)
Artist Credit: [Link to Source]
Saving Throws Str +7, Dex +11, Con +10, Int +6, Wis +3, Cha +3
Damage Resistance Lightning, Wind
Skills Acrobatics +11, Martial Arts +13, Perception +6, Stealth +11
Senses passive Perception 16
Flight. The Tengu can fly their speed. While flying, the Tengu
must move your entire movement speed or land—unless they
can also hover. Launching into flight provokes opportunity
attacks, even if a Tengu Disengages.
Revenge. The Karasu Tengu can deal 2d6 bonus damage to any
creature that harmed them in any way in the previous round.
(This includes damage, penalties, conditions, or forced
movement)
Sure-Footed. The Karasu Tengu has advantage on Dexterity
saving throws and ability checks.
Warrior of the Storm. While concentrating on a wind release
jutsu, the Tengu ignore difficult terrain and deal an
additional die of wind damage with weapon attacks and
bukijutsu.
213
TENGU GUARD
A-Rank, Demon, Standard, Defender, Tengu, Prof +6
The Tengu Guard is a Konoha Tengu in the service of a
Level: 12
Tengu King. It is clad in Samurai Armor. Like all Tengu,
they can fly during storms.
Armor Class 25 (Ronin Armor), DR 6 (B/P/S only)
Hit Points 260
Artist Credit: [Link to Source] Chakra Points 209
Speed 40 ft (40ft Fly), Initiative +4
Saving Throws Str +12, Dex+7, Con +10, Int +6, Wis +3, Cha +3
Damage Resistance Lightning, Wind
Skills Athletics +12, Chakra Control +10, Martial Arts +13,
Perception +6
Senses passive Perception 16
Flight. The Tengu can fly their speed. While flying, the Tengu
must move your entire movement speed or land—unless they
can also hover. Launching into flight provokes opportunity
attacks, even if a Tengu Disengages.
Guardian of the Storm. While concentrating on a wind release
jutsu, the Tengu ignores difficult terrain and gains immunity
to wind and lightning damage, resistance to bludgeoning,
piercing and slashing damage, and vulnerability to fire
damage.
Strong Arm. The Tengu Guard has advantage on Strength
saving throws and ability checks.
Vanguard. Allies within 15ft of the Tengu Guard have a +2
bonus to all saving throws.
214
DAI TENGU (TENGU KING)
The Dai Tengu or Tengu King is the ruler of a secluded
mountain valley inhabited by Tengu. It is a powerful
wind and lightning release user.
Artist Credit: [Link to Source]
Master of the Winds. Attacks made against the Dai Tengu have
disadvantage and cannot gain advantage. Attacks that deal fire
A-Rank, Demon, Solo (4), Supporter, Tengu, Prof +7 damage ignore this trait and if the Dai Tengu takes fire damage,
Level: 14, Tenacity Die: 14 this trait is disabled until the start of their next turn.
215
OTHER ADVERSARIES
216
MAMORU, THE SANDSTORM GUARDIAN
Within the outskirts of the Hidden Sand Village resided a
powerful magnet release user, Kiyo. Renowned for her
incredible prowess with the art of sand manipulation,
she was one of the rare few who could use the Iron Sand.
Though her abilities enabled her to inflict great havoc
if she so desired, she sought to live a life of research and
peace with her beloved companion, Mamoru, a small
grey wolf. The two had known each other since they were
very young and shared an unbreakable bond.
Unfortunately, as is common in the shinobi world, the
days of tranquility would soon come to an end as the
Second Great Ninja War emerged. Powers such as Kiyo’s
were a rarity, and though she chose not to fight and
instead flee, word nevertheless spread like wildfire about
her abilities, making her a target for those who sought to
harness and exploit her rare kekkei genkai for their own.
protect their master in her final hours, or an unknown
Kiyo fought with grace and fury, but her love for her
sealing ritual done by Kiyo in advance to ensure
companion proved to be her greatest weakness as she
Mamoru’s survival, none are sure.
would tragically fall in battle protecting her best friend.
Today, the land that was once Kiyo and Mamoru’s
Heartbroken and enraged, Mamoru escaped with his
home is ravaged by sandstorms and furious razor-sharp
beloved master to the remnants of what once was their
winds. Most who have ventured forth into the storms to
home and laid his master to rest within the dunes of the
investigate lose themselves to the savage winds. Those
Land of Wind.
who do survive return critically injured, with some
Though unknown means, as Kiyo began to fade,
reporting seeing a large grey wolf with piercing white
Mamoru’s chakra and the chakra of his master began to
eyes at the center of the storm, giving rise to the Legend
merge and coalesce within him. Whether this was due to
of the Sandstorm Guardian, a tale of a Wolf and Master
sheer determination of the grief-stricken Mamoru to
whose bond transcends even death.
Dust Control. With jutsu with the Earth Release keyword, Mamoru doubles the range and
increases any area of effects (E.g radius, cone, etc) by +10ft. in all directions.
A-Rank, Large Beast, Solo (4), Iconic Defender, Kiyo’s Best Friend, Prof +5
Level: 9, Tenacity Die: 9
Ninjutsu. +11 to hit, (Ninjutsu save DC 21)
Armor Class 24 (Kyo’s Blessing), DR 6 D-Ranks (Cost 5): Air Bullet, Dust Particle Drizzle, Dust Shield, Rising Rock Technique
Hit Points 638 C-Ranks (Cost 9): Earthen Entanglement, Great Breakthrough, Tectonic Wave, Turning Palm,
Magnet Wave, Sealing Dust Sphere, Needle Jizo
Chakra Points 567
B-Ranks (Cost 14): Antlion Collapse, Great Sickle Weasel, Lapis Dominion, Imperial Dust
Speed 60 ft, Initiative +10
Funeral
A-Ranks (Cost 20): Magnet Release: Dust Particle World
STR DEX CON INT WIS CHA
Taijutsu. +10 to hit, (Taijutsu save DC 20)
20 (+5) 18 (+4) 20 (+5) 23 (+6) 20 (+5) 14 (+2)
D-Ranks (Cost 5): Dempsey Roll
C-Ranks (Cost 9): Beast, Leaf Sky Breaker, Shadow Dancing Leaf, Whirlwind Snap
Saving Throws Str +9, Dex +11, Con +12, Int +10, Wis +12, Cha +6 B-Ranks (Cost 14): Incursion of Clarity, Pack Aggression
Skills Athletics +10, Acrobatics +9, Chakra Control +15, Illusions +10, Insight +10,
Perception +10, Martial Arts +10, Ninshou +16, Stealth +9, Survival +10
Damage Resistance: Earth, Wind Multiattack 2. Mamoru makes two attacks with his Bite.
Condition Resistance: Bruised, Bleeding, Dazed, Grappled, Restrained Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 13 (2d6+5) Piercing
Condition Immunity: Berserk, Charmed, Frightened, Incapacitated, Stunned and 5 (2d4) Earth or Poison damage (pick one). On a roll of 17-20, Mamoru can
Senses passive Perception 20, Chakra Sight 30ft, Tremorsense 90ft choose to knock the target prone or give 1 rank of Bleeding.
Dust Charge. As an Action, a whirlwind of dust surrounds Mamoru as he charges at
Aura: Mamoru’s Sandstorm. Mamoru emits a Sandstorm in a 90-foot radius him, up to four different creatures within range of his movement speed. Make a melee
creating dim light. Creatures inside this storm cannot see outside of it. Creatures Taijutsu attack, dealing 3d8 earth damage on hit. Regardless of a hit or miss, once
outside cannot see the inside. Mamoru is aware of the locations of all creatures Mamoru makes his last attack, he sends a 45-foot cone of Dust behind him. DC 21
within the storm. All hostile creatures within range make a DC 21 Strength saving Dexterity. Success: Half damage, no effects. Failure: 4d8 Earth damage, Bruised,
throw at the start of each of their turns (Disadvantage if greater than 60ft. from Prone. Critical Failure: Same effects as Failure, Dazed.
Mamoru) Critical Success: No damage or effects. Success: Half damage, no effects.
Failure: 4d6 earth damage. Critical Failure: 4d6 Earth damage + prone.
Kiyo’s Protection. Mamoru ignores difficult terrain and cannot lose concentration as the Mamoru can take an Elite Action, at the end of another creatures turn, a number of times
result of damage. When Mamoru reaches 0 hit points or dies, at the start of his next equal to the number of hostile creatures in initiative, minus 1, per round to do one of the
turn, an ethereal spirit appears and embraces him one last time. Mamoru rises following or can spend its Elite Action to gain an additional reaction. It regains spent Elite
again with 120 hit and chakra points and is cleansed of all conditions. For the Actions at the beginning of each of its turns.
remainder of combat Mamoru gains a +2 to his attack rolls and Save DCs, doubles Attack. Mamoru may make one attack using his attacks or cast a jutsu of C-Rank or lower.
his speed, and increases all his damage rolls by 1 step.
Whirlwind Movement. Mamoru may vanish into dust, teleporting and reappearing at a
Master of the Iron Sand. Increase all Earth/Poison damage Mamoru deals by +2 damage space within his movement speed.
die. Once per turn, he can spend 5 chakra to impose a DC 21 Constitution save when he
Sand Wolf Summoning (2 Tenacity Die). Mamoru generates a large sandstorm and
deals Earth/Poison damage, Bruising (Earth) or Poisoning (Poison) a target on a fail.
becomes invisible, automatically entering stealth and using his Whirlwind
Movement. 4 Sand Wolves (Mud Wolves from Earth Release: Mud Wolf) then
Iron Dust. All of Mamoru’s jutsu can be cast without HS and gain the Earth Release keyword. appear. These Sand Wolves gain +30 temporary hit points, +2 to attack/saving
Mamoru can also change the damage type his jutsu to Earth or Poison. throws, and +1 bonus to damage die. Mamoru will not reappear or take actions
217 until all Sand Wolves are defeated. Using this Elite Action reduces Mamoru’s
Eternal Dust Coat. Mamoru gains 9 temporary hit points at the start of each of his turns
maximum Tenacity Die as well.
(This can stack up to 3 times). Mamoru is immune to critical hits while has his these.
MONEYGRUBBER
D-Rank, Small Construct, Standard, Lurker, Yurimo Industries,
“Moneygrubbers”, or as they were originally called
Prof +4
O.C.T.O (Optical Currency Transaction Organizer)
Level: 4
are a line of constructs created by the brilliant
Hazuko Yurimo. Created to aid the economy, these
Armor Class 17 (Natural Armor)
machines were created to handle tedious accounting
Hit Points 40
processes far faster than a human accountant. These
Chakra Points 50
small machines with their impeccable sight and
Speed 55ft (Walk/Water Walk/Wall Walk), Initiative +7
many arms, can precisely and accurately categorize
thousands of Ryo in mere minutes 24/7. This
STR DEX CON INT WIS CHA
ingenious design Yurimo accredits to his young son,
6 (-2) 18 (+4) 15 (+2) 6 (-2) 20 (+5) 6 (-2)
Kinaru, who suggested to “octopus-like” design.
Thousands of these machines were quickly facilitated
Saving Throws Str +2, Dex+8, Con +6, Int +2, Wis +9, Cha +2
into production and things ran smoothly for some time.
Damage Immunities Poison, Necrotic
However, unbeknownst to all, a design flaw with the
Damage Resistance Bludgeoning, Piercing, Slashing
O.C.T.O units was preparing to rear its ugly head. The
Damage Vulnerabilities Lightning
O.C.T.O units were created with an unyielding drive to
Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
deliver, working hard at all hours of the day. This
Skills Insight +13, Investigation +6, Perception +13, Sleight of Hand
motivation paired with an on/off switch that became
+12, Stealth +12
defective in mere weeks soon caused all O.C.T.O units to
Senses passive Perception 23, Chakra Sight 30ft
escape and search the pockets of unsuspecting citizens
for more Ryo to scan. As if things couldn’t get any worse,
Always on the Clock. As a bonus action, the Moneygrubber may
the accuracy module within the machines also became
Dash, Disengage, Hide, or turn invisible until it attacks or
defective after some time, causing them to see all ryo as
takes damage. While invisible, it produces no sound. To turn
counterfeit and confiscate it all.
invisible, the Moneygrubber must spend 5 chakra in addition
These machines now roam all over the shinobi world,
to spending a Bonus Action.
searching for funds as solo hunters. It is this point where
the name “Moneygrubbers” emerged for these annoying Compact Space. The Moneygrubber is incredibly compact and
little creatures. Shinobi and citizens alike are encouraged spacious, giving it unlimited bulk.
to destroy them and bring them back for repairs, or else Credit Rewards. For every 100 Ryo the Moneygrubber steals, it
be robbed blind. gains a +10 bonus to movement speed. When it steals 300
ryo, it gains an additional reaction per round. If the
Artist Credit: [Link to Source] Moneygrubber steals 1000 Ryo, its attempts to flee. While
fleeing, it is always under the effects of the Disengage action
and has advantage on all Dexterity checks.
Debt Collector. The Moneygrubber is always aware of how much
ryo a target possesses. When a Moneygrubber deals damage, it
instead deals “Ryo” damage. This damage counts as
Bludgeoning/Piercing/Slashing and upon dealing Ryo damage,
the Moneygrubber steals an amount of Ryo equal to 10x the
damage rolled (before DR, resistance, etc).
Evasive. The Moneygrubber has advantage on Dexterity saving
throws. On a failed Dexterity saving throw, it takes half
damage. On a successful one, no damage or effects.
218
THUGS
The downtrodden, the poor, the disenfranchised,
and the desperate. These are often the targets of the
title of Thugs. Thugs, while dangerous are very often D-Rank, Standard, Striker, Thug, Prof +4
misunderstood members of society. They form pacts Level: 4 (10 XP)
and groups called gangs for safety, comradery and
bonds. While their chosen activities to celebrate these Armor Class 16 (Medium Armor), DR: 2
relationships are often at the expense of others safety, Hit Points 50
it is often the only life they know. Thugs can fit into any Chakra Points 33
setting, narrative or location as low-level trouble Speed 50 ft, Initiative +3
makers. Often their goals are to intimidate, but if that
isn’t enough then harm comes soon after. STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 9 (-1) 10 (+0) 13 (+1)
MR. NICE GUY
Mr. Nice Guys are often handsome or charming Saving Throws Str +7, Dex +2, Con +3, Int +0, Wis +1, Cha +5
masculine individuals who are seen as enforcers to a Skills Athletics +7, Intimidation +5
gang. Nice Guys are the calm, cool and collected thugs Condition Resistance: Bruised
who aren’t quick to anger, but they are very quick to Condition Vulnerability: Fear
retaliate to disrespect. Senses passive Perception 10
Nice guys favorite tools of destruction are blunt
objects found around town, such as metal pipes or tough Keep GOING! (Role, Unique). When the Nice Guy scores a hit
sticks. While not going for the kill, they absolutely want with his crowbar, they can choose to spend their bonus action
to leave bruises. to make an additional attack with the crowbar, with a +1d6
bonus to damage.
Artist Credit: Cleave. When the Nice guy would make a melee weapon attack
[https://www.pinterest.com/pin/671599363196510412/] against a creature who is within 5ft of one of their allies,
dealing damage to both on a hit.
Never Back Down. When an ally the Nice guy can see falls to 0 hit
points, they can spend their reaction to gain advantage on
attack rolls and all saves until the end of the nice guys next
turn.
219
THE LONER
The Loner are members of the gang who, while
are a part of it, attempt to associate themselves
with it the least. They avoid contact with most of
its members and even go as far as to not wear
their gang colors or banners. The Longer only
really comes around when and if other members D-Rank, Standard, Generalist, Thug, Prof +4
just can’t seem to do their jobs effectively. Level: 4 (10 XP)
The Loner while still brutish finds themselves
most comfortable utilizing a form of Kick based Armor Class 15 (Medium Armor), DR: 2
martial arts. Their hands are far too important to Hit Points 46
them to use them in any form of violence when Chakra Points 46
there is a risk to them to be scuffed for little to no Speed 30 ft, Initiative +4
reason at all.
STR DEX CON INT WIS CHA
Artist Credit: [Source Image]
16 (+3) 12 (+1) 16 (+3) 9 (-1) 9 (-1) 11 (+0)
Saving Throws Str +5, Dex +6, Con +5, Int +1, Wis +3, Cha +2
Skills Athletics +7, Insight +3, Intimidation +4
Condition Resistance: Berserk, Fear
Condition Vulnerability: Bruised
Senses passive Perception 10
220
HIM/HER/THEM
A simple title. Him, Her, Them. A
pronoun that would usually be meant
as a descriptor, but instead, this
person holds this title as a symbol of
simply who they are. They are Him.
They are Her. It’s Them.
This isn’t this person being cocky
or arrogant. This is simply the fact of
life within the gang. They are built
different. They are who others call on
when things get so out of hand that
not even the Boss can handle it. As
they approach the battle field, it is
almost always accompanied by
someone screaming out...
"It’s HIM”
“It’s HER”
“It’s THEM”
B-Rank, Solo, Iconic Generalist, Thug, Prof +4 Did You Think I Was Them?. This creature cannot make ability
Level: 5 (100 XP), Tenacity Die: 5 checks, skill checks, saving throws or attack rolls at disadvantage.
I’m Simply Built Different. If this creature fails a saving throw vs a
Armor Class 19 (Medium Armor), DR: 6
hostile creatures Genjutsu, it can spend a Tenacity die to ignore
Hit Points 213
the effects of failing such a jutsu, until the end of its next turn. This
Chakra Points 213
creature can do this once per combat, per jutsu.
Speed 50 ft, Initiative +7
I am Simply, the Bomb. This creature is often seen as a bombastic
STR DEX CON INT WIS CHA individual. Bakuton clan Hijutsu this creature casts, has an
19 (+4) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 13 (+1) increased range and AOE size. 10 feet for range and 5 feet for
size/radius. If they spend 1 Tenacity Die, they instead increase the
range by 20 feet and effect radius or size by 15 feet.
Saving Throws Str +6, Dex +3, Con +6, Int +4, Wis +2, Cha +3
Skills Athletics +12, Insight +4, Intimidation +9, Perception +4,
Martial Arts +9
Taijutsu. +8 to hit, (Taijutsu save DC 16)
Condition Immunity: Incapacitated, Exhaustion
D-Ranks (Cost 5): Dragging Full Rotation, Demon Fist, Explosion
Condition Resistance: Bruised, Restrained
Release: Fury, Explosion Release: Punch!, Iron Strike
Condition Vulnerability: Dazzled, Slowed
C-Ranks (Cost 9): Explosion Release: Repelling Blast
Senses passive Perception 10
221
CRAZY EYES
Crazy Eyes are the members of the gang you want
to encounter the least. Associated with ultra-
violence and occasionally putting their victims
into coma’s, the Crazy eyed Thugs are the most
brutal, choosing to use their hands to inflict harm.
They can often see through even the most benign D-Rank, Standard, Lurker, Thug, Prof +4
attempts at fighting back, Level: 4 (10 XP)
Crazy Eyes have no shame in using stolen ninja
tools to get the upper hand, such as smoke bombs, Armor Class 15 (Light Armor), DR: 4 (South Side of the Village)
gunpowder, and even minor explosives. Hit Points 34
Chakra Points 43
Artist Credit:
Speed 55 ft, Initiative +5
[https://www.pinterest.com/pin/34832597110949055/]
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 9 (-1) 12 (+1) 11 (+0)
Saving Throws Str +4, Dex +7, Con +3, Int +1, Wis +5, Cha +2
Skills Acrobatics +7, Insight +5, Intimidation +4
Condition Resistance: Fear
Condition Vulnerability: Berserk
Senses passive Perception 10, Smoke Goggles (Ignores
Obscurement due to smoke)
Iron Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit.1d6 +3 Slashing damage.
Smoke Bomb (3 Charges). Reach 40ft., As an action, Crazy eyes
can throw this bomb into a space, creating a 25-foot radius
cloud of smoke that heavily obscures the area.
Paper Bomb (2 Charges). Reach 40ft., As an action, Crazy eyes
can throw this bomb into a space forcing all creatures in the
area to make a DC 15 Dexterity saving throw, taking 5d4 fire
damage on a failed save or half as much on a success.
222
THE “CONNECT”
The Connect is the one supplying a litany of
different drugs, weapons and other illicit
substances on the streets of many major villages.
The Connect is generally the safest of all Thugs,
because they are often not on the front lines,
letting the grunts do the hard work and all of the
risk, while The Connect reaps almost all of the
rewards.
The Connect has illegal weapons such as
Shuriken launchers but revels in choking the life
out of those who stands in their way. No morals,
no code and no shame, The Connect is a bane to
any community that it chooses to reside in.
Artist Credit:
[https://www.pinterest.com/pin/34832597110949055/]
STR DEX CON INT WIS CHA Ninjutsu. +5 to hit, (Ninjutsu save DC 16)
19 (+4) 15 (+2) 14 (+2) 13 (+1) 11 (+0) 13 (+1) D-Ranks (Cost 5): Medical Release: Poison Bullet, Medical Release:
Poisonous Blast, Chakra Shield
Saving Throws Str +7, Dex +5, Con +7, Int +6, Wis +3, Cha +4 C-Ranks (Cost 9): Medical Release: Poison Mist Technique, Medical
Skills Athletics +12, Insight +8, Intimidation +9, Survival +8 Release: Venomous Haze
Condition Immunity: Charm, Fear, Confused Taijutsu. +8 to hit, (Taijutsu save DC 17)
Condition Resistance: Bleeding, Bruised, Stunned D-Ranks (Cost 5): Brace, Dempsey Roll, Heat Up, Hammer, Iron
Condition Vulnerability: Poisoned, Envenomed, Burned Knuckle
Senses passive Perception 10 C-Ranks (Cost 9): Beast, Fist Slam, Welter Move
223
THE “BOSS”
The Boss is head of any small gang or
organization. Usually the oldest, wisest and even
most aggressive member. The Boss tends to
delegate a lot of work to his lower ranked
members, telling them what to do, when to do it,
and how to get it done, often at the expense of the
community at large.
Usually, a disenfranchised member of said
community, the boss knows the neighborhood ins
and outs, has a troubled history and preys on
others with the same story as theirs to bring them
into the fold.
Artist Credit:
[https://www.pinterest.com/pin/844636105133642865/]
224
THE CROOKED COP
The Crooked cop is a slimy and scummy, but
unfortunately, a member of the village police force.
Corrupt and compromised, the crooked cop is almost
always working with the bad guys. Usually acting as
aids for local heroes and shinobi, before betraying the
poor Genin and leaving them to either die or be horribly
crippled by the local gangs.
The Crooked cops always acts in self-interest, but
maintains a strong presence in the force, making sure
that as many eyes on them see them as nothing but
good. Weeding out the Crooked Cops are often difficult,
and feels pointless because one bad apple can spoil the
bunch.
Saving Throws Str +4, Dex +4, Con +6, Int +3, Wis +0, Cha +5 Multiattack 2. The Crooked Cop makes two Shuriken Gun.
Skills Deception +9, Perception +2
Shuriken Gun. Ranged Weapon Attack: +6 to hit, reach 120ft., one
Damage Resistance: Piercing
target. Hit. 2d4+2 Slashing damage.
Condition Vulnerability: Corroded, Poisoned, Bruised
Stun Gun (2 Charges). Ranged Weapon Attack: +6 to hit, reach
Senses passive Perception 12
30ft., one target. Hit. DC 14 Constitution save. On a failed save,
Part of the Force (Affiliation, Unique). The Crooked cop can paralyzed until the end of their next turn. If this attack is made on
summon another Crooked Cop on the second round of combat. If a creature betrayed this turn, roll 1 additional d20 as part of
they do, the summoned cop cannot summon a cop themselves. rolling advantage.
225
226
TRICKSTER
227
UNDEAD
Once living creatures animated by spiritual,
supernatural or cursed forces. Driven by nothing more
than the urge to kill, consume, and spread the dark
energy that keeps them shambling. Most undead are still
standing and moving due to the ritual that raised them.
Often imperfect or alternate versions of the reanimation
technique these shambling husks remain until put down
or sealed.
Most undead creatures have no Constitution Score,
instead using their Charisma score in place of their
constitution of all such calculations. Being mindless in
their current states, they are often immune to mental
afflictions and charms, poisoned, diseases, even effects
that would force sleep. On the other hand, most undead
creatures are immediately turned to ash when reduced to
0 hit points.
Undead in most campaigns can be used to achieve any
number of goals such as an Undead uprising, spreading
the ancient Ninshou curse that manifested them, or
amassing this dark power into a single powerful undead
entity.
GHASTLY ARCHER
A Ghastly Archer is an undead who still has their skill
in archery baked into their soul. These archers are
extremely frail but pose problems in great numbers.
Minion (Class, Unique). This creature can cast one Jutsu on its
list per turn at no cost. If it takes chakra damage, it takes force
damage equal to the result of chakra damage instead.
228
GHASTLY PUGILIST
The Ghastly Pugilist is an undead who still has their
skill in martial arts baked into their soul. Nowhere
near as powerful was they were in life, the Ghastly
Pugilist fights entirely from muscle bone memory.
More powerful than the Archers, they are still often
easily taken down with a strong enough blow to the
spine.
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GHASTLY HULK
The Ghastly Hulk is a mass of undead bodies and
skeletons who all fused to create one hulking monster.
Slow and rickety, but powerful all the same, this beast
of an undead is still one that can swiftly bring the lives
of those it fights with, to an end. One of the most
powerful Skeletal creatures, the Ghastly Hulk can
bring terror to most communities and villages with
little trouble.
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GHASTLY SWARM
The Ghastly Swarm is a huge mass of undead bodies
and skeletons who all fused to create one twisting
storm of a monster. Fast and powerful, this twisting
cyclone of an undead is still one that can trap dozens
of unprepared fighters within itself and brutalize them
to death.
Saving Throws Str +5, Dex +6, Con -, Int +1, Wis +1, Cha +4
Condition Immunity: All Mental, Poisoned, Bruised
Damage Vulnerability: Acid, Cold, Wind
Senses passive Perception 11
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GRIM ECHO
The Grim Echo is an evil and vile creature. Reborn with
the sole intent of infecting others with its Malignant
Seed. A Malignant Seed is a seed made of dark necrotic
chakra, designed to turn others into Grim Echo’s of
themselves upon death.
When a Grim Echo is born, their original memories in
life are stripped away as they become laughing balls of
madness. They infect the minds of their enemies while
also trying to infect their souls as well.
Saving Throws Str +2, Dex +6, Con -, Int +4, Wis +7, Cha +4 Ninjutsu. +6 to hit, (Ninjutsu save DC 15)
Skills Athletics +10, Intimidation +7 D-Ranks (Cost 5): Erupting Flame, White Fire
Condition Immunity: All Mental, Poisoned, Corroded
Genjutsu. +7 to hit, (Genjutsu save DC 16)
Damage Immunity: Necrotic
D-Ranks (Cost 5): Frenzy: Red
Damage Vulnerability: Piercing, Cold
C-Ranks (Cost 9): Corruption: Hostility
Senses passive Perception 14
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GRIM MARAUDER
The Grim Marauder is an evil and vile creature.
Reborn with the sole intent of infecting others
with its Malignant Seed. A Malignant Seed is a
seed made of dark necrotic chakra, designed to
turn others into Grim Echoes of themselves
upon death.
When a Grim Marauder is born, their
original memories in life are stripped away as
they become laughing balls of madness. They
infect the minds of their enemies while also
trying to infect their souls as well.
Saving Throws Str +9, Dex +2, Con -, Int +1, Wis +1, Cha +4 Taijutsu. +10 to hit, (Ninjutsu save DC 17)
Skills Athletics +10, Intimidation +10 D-Ranks (Cost 5): Flying Swallow Cross Cut, Yosaku Cut
Condition Immunity: All Mental, Poisoned, Corroded C-Ranks (Cost 9): Mikiri Counter
Damage Immunity: Necrotic
Ninjutsu. +4 to hit, (Ninjutsu save DC 12)
Damage Vulnerability: Bludgeoning, Earth
D-Ranks (Cost 5): Elemental Infusion, Viscous Water Mass, Water
Senses passive Perception 14
Shield
Corrupting Chill (General, Unique). The Grim Marauder has a
dark and corrupted water release, capable to corrupting
Multiattack 2. The Grim Marauder makes one attack with each
those it washes over. When a hostile creature would take at
Malefic Blade.
least 20 or more cold damage from the Grim Marauder, they
gain the corrupted condition listed later in this stat block. Malefic Blade I. Melee Weapon Attack: +11 to hit, reach 5ft., one
target. Hit.1d10+5 Slashing damage.
Zombie (Clan). Damage the Grim Marauder deals, cannot be
healed by normal means for at least 10 minutes after the Malefic Blade II. Melee Weapon Attack: +11 to hit, reach 10ft., one
damage is inflicted, additionally, the targets maximum hit points target. Hit.1d6+5 Piercing damage.
is reduced by half the resulting damage, once per turn. Malignant Seed (Recharge/Full Turn Action). Melee Ninjutsu
Save: DC15 Con Save, reach: 5ft, Critical Success (Pass by 5 or
more): No effect, Success: Target is infected for 1 round. Failure:
Infected for 1-minute, Critical Failure (Fail by 5 or more): Infected
for 1 day.
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234
235
WARRIORS
Combatants who are not strictly shinobi or beholden
to a particular nation. Warriors are the generic term B-Rank, Standard, Generalist, Monk, Prof +6
used to classify martial combatants who utilize a Level: 12 (10 XP)
series of skills, techniques and abilities that may fit
well within a close combat suite. Often professional Armor Class 20 (Light Armor), DR: 6 (Illusory Stance vs melee)
warriors will typically have a wide range of experience Hit Points 166
and useful contacts among other things. Chakra Points 166
Speed 60 ft, Initiative +7
ILLUSION FIST MONK
STR DEX CON INT WIS CHA
A monk often attributed with the temple of false bells
21 (+5) 18 (+4) 16 (+3) 15 (+2) 12 (+1) 13 (+1)
due to their incorporation of Illusionary techniques
into their Taijutsu. These monks, unlike others who
Saving Throws Str +11, Dex +10, Con +6, Int +8, Wis +4, Cha +4
follow a path of peace, follow a path of gratification.
Skills Acrobatics +10, Athletics +11, Illusions +11, Insight +7,
They live to serve themselves and to hell with anyone
Intimidation +7, Perception +7, Persuasion +7, Stealth +10
who challenges this ideal. Often found in the employ of
Damage Resistance: Psychic, Slashing
wealthy merchants or politicians alike, they are seen
Condition Resistance: Bruised, Prone, Concussed, Confused
as more reliable than shinobi primarily due to their
Condition Vulnerability: Exhaustion
lack of affiliation with any particular village, so if their
Senses passive Perception 17
employer proves to act in a questionable manner, the
monk can be persuaded to ignore it for a slight fee
Illusory Stance (Unique). As a bonus action, this monk can take a
increase.
unique stance taught to them by the temple of false bells. While in
Artist Credit: this stance, they gain a +2 bonus to their AC and +6 DR vs melee
[https://www.pinterest.com/pin/61009769943819677/] attacks. Additionally, they can cast Genjutsu that require attack
rolls using their Taijutsu ability modifier for attack, damage and
Save DC calculation.
Advanced Crippling Strike (Unique). Creatures who fail a saving
throw as a result of the Illusion Fist Monk, are unable to cast jutsu
with the Hand Sign (HS) or Mobility (M) components until the end
of their next turn.
All about the Ryo, Baby (Unique). While in initiative with a hostile
creature who has a bounty or is listed in the bingo book, this
creature gains a +1d4 bonus to attack rolls vs that creature.
Multiattack 2. The Illusion Fist Monk attacks once each with its
Unarmed Strike and Illusory Tonfa
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit.2d6 +5 Bludgeoning damage.
Illusory Tonfa. Melee Genjutsu Attack: +12 to hit, reach 5ft., one
target. Hit.1d10 +5 Psychic damage and the target must make an
Intelligence saving throw vs Genjutsu save DC. On a failed save,
the target gains 1 rank of concussed.
Stunning Pulse (Recharge, 1 Bonus Action + 15 Chaka). Once per
turn, when this creature scores a successful strike with a melee
attack, it can use a Stunning pulse, injecting a surge of Genjutsu
chakra into the body of their target. When it does, the target
creature must make a DC 19 Wisdom saving throw. On a failed
save the target gains 1 ranks of Concussed. If this feature would
cause a creature to reach 5 or more ranks of concussed, they are
instead stunned for 1 minute.
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ILLUSION FIST MONK, STUDENT
A young monk who entered the monastery bright eyed
and hoping to learn a thing a two. During their time at B-Rank, Standard, Striker, Monk, Prof +4
the temple, they have absorbed a lot of information,
Level: 6 (10 XP)
most of it poor. A lot of it misguided. But none of it,
pointless. These students are more focused, more
Armor Class 18 (Chakra Armor), DR: 4 (Illusory Stance vs melee)
excited, and far more impressionable than the average
Hit Points 94
academy student, but the difference is that they are
Chakra Points 52
also, far stronger as well.
Speed 50 ft, Initiative +5
Often found serving under one teacher, these students
work in teams of two with their masters, Illusion Fist
STR DEX CON INT WIS CHA
Monks. 17 (+3) 16 (+3) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
They help take down larger foes, by attempting to trip,
grapple, and shove them down giving their masters an
Saving Throws Str +7, Dex +4, Con +2, Int +2, Wis +6, Cha +1
advantage in combat. If and when they capture a bounty
Skills Acrobatics +7, Athletics +7, Illusions +6, Insight +6,
together, these students are rewarded with any 1 thing
Persuasion +7, Stealth +7, Martial Arts +7
they desire, that can be purchased with a portion of the
Damage Resistance: Psychic, Slashing
reward.
Condition Resistance: Bruised, Prone
Artist Credit: Condition Vulnerability: Exhaustion, Fear
[https://www.pinterest.com/pin/588704982559945585/] Senses passive Perception 12
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ILLUSION FIST MONK, MASTER Artist Credit:
[https://www.pinterest.com/pin/10062799159941938/]
A master Zuoyuan monk, who heads the monastery of
the False Bell temple. Imposing, silent, and truly
powerful, these monks are often compared to truly
powerful individuals such as Clan heads or even well-
seasoned Jonin of a hidden village. These rumors often
live in whatever town or village these monasteries
reside in, but in truth, none of it is false. Decades of
dedication to the Illusion fist way, these masters are
the embodiment of hard work and dedication to the
goal of getting as much Ryo as possible to open a shrine
and make the younger generation make Ryo for you.
These masters worked three times as hard in their
youth, so that they can work four times less in their
golden years.
These Masters are those who train the next generation
by sending them on very dangerous assignments, such
as capturing highly dangerous and skilled bounties,
accomplishing tasks most shinobi would avoid until the
rank of Chunin or even Jonin, such as raiding criminal
(or even altruistic) bases to find their marks.
In all, the False Bell temple has a tendency to create
both powerful warriors such as the master, who just
wants their cut of the Ryo.
B-Rank, Solo, Generalist, Monk, Prof +7 Taijutsu. +13 to hit, (Taijutsu save DC 21)
Level: 14 (100 XP), Tenacity Die: 14 C-Ranks (Cost 9): Heavy Jolt, Intersection Counter, Lagging
B-Ranks (Cost 14): After Image Technique, Cherry Blossom Impact, Hunters Feast
Armor Class 21 (Light Armor), DR: 14 (Illusory Stance vs melee) A-Ranks (Cost 20): Iron Guard, Violent Strangling
Hit Points 544 Genjutsu. +13 to hit, (Genjutsu save DC 21)
Chakra Points 544 E-Ranks (Cost 2): Feather Burst (4d8)
Speed 70 ft, Initiative +12 D-Ranks (Cost 5): Night: Frigid Pain, Psionics: Expose Weakness
C-Ranks (Cost 9): Mind Spike, Psionics: Mind Crunch!
STR DEX CON INT WIS CHA B-Ranks (Cost 14): Psionics: Sensory Overload
23 (+6) 21 (+5) 17 (+3) 12 (+1) 15 (+2) 14 (+2)
Saving Throws Str +13, Dex +13, Con +6, Int +4, Wis +9, Cha +9 Multiattack 3. The Illusion Fist Monk Master attacks once each with its
Skills Acrobatics +12, Athletics +13, Illusions +16, Insight +9, Intimidation +16, Unarmed Strike, Illusory Knuckle, and Chi Pulse
Perception +9, Persuasion +9, Stealth +12, Martial Arts +20 Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit.2d6
Damage Immunity: Bludgeoning, Necrotic +6 Bludgeoning damage. and the target must make an Intelligence saving
Damage Resistance: Psychic, Slashing, Piercing throw vs Taijutsu save DC. On a failed save, the target gains 1 rank of
Condition Immunity: Paralyzed, Weakened Weakened.
Condition Resistance: Bruised, Bleeding, Dazed, Stunned
Illusory Knuckle. Melee Genjutsu Attack: +14 to hit, reach 5ft., one target. Hit.1d8
Condition Vulnerability: Charm, Exhausted, Poisoned
+6 Psychic damage and the target must make an Intelligence saving throw vs
Senses passive Perception 19
Genjutsu save DC. On a failed save, the target gains 1 rank of concussed.
Illusory Stance Master (Affiliation, Unique). As a bonus action, this monk master Chi Pulse. Melee Genjutsu Attack: +14 to hit, reach 5ft., one target. Hit.2d8 +6
can take a unique stance mastered and honed at the temple of false bells. While in Psychic damage and the target must make a Constitution saving throw vs
this stance, they gain a +3 bonus to their AC and +14 DR vs melee attacks. Genjutsu save DC. On a failed save, the target takes an equal amount of chakra
Additionally, they can cast Genjutsu that require attack rolls using their Taijutsu damage.
ability modifier for attack, damage and Save DC calculation. Being knocked prone,
ends this stance for them.
Mastered Crippling Strike (Affiliation, Unique). Creatures who fail a saving throw The Illusion Fist Monk, Master takes one Elite Action at the end of another
as a result of the Illusion Fist Monk, are unable to cast jutsu with the Hand Sign creatures turn, once each creatures turn to do one of the following or can spend
(HS), Mobility (M) or Weapon (W) components until the end of their next turn. his Elite Action to gain an additional reaction. It regains spent Elite Actions at the
beginning of each of its turns.
Master For a Reason (Affiliation, Unique). The master has trained harder than
most, and getting a lucky hit isn’t enough to take them down. The first time a Attack. The Monk Master makes 3 attacks with its Illusory Knuckle or Casts a
creature would score a critical hit against the master in a combat, the master can Jutsu of C-Rank or lower.
spend their reaction to redirect the attack back to the triggering creature. False Bell (Recharge, 3 Tenacity die). The Monk master can attempt a melee
taijutsu attack vs a target creature in range. On a successful hit, the target
must make a Strength saving throw vs the Monks Genjutsu save DC. On a failed
Monk Master. The Monk master cannot make saving throws or checks at save the target loses the ability conceive of ways to fight back. For the next
disadvantage. minute, it cannot cast Ninjutsu or Genjutsu for the next minute. An affected
Grit. The Monk Master increases all melee damage it deals by +1 damage dice. creature can end this effect by using a jutsu or effect that would end a
Superior Potential. Once per combat, the monk can gain advantage on its attack rolls Genjutsu of A-Rank higher on them.
made on one turn. On a successful hit, they deal the maximum possible damage. Move. The Aboleth can move its full movement.
238
RELIC HUNTER, BLADESMITH
Relic hunters, otherwise known as treasure
hunters, are a class of mercenary that take jobs
B-Rank, Standard, Striker, Relic Hunter, Prof +5
that shinobi simply won’t. Delving deep into
Level: 8 (10 XP)
ancient ruins, slaying beasts and even rivals out in
the field.
Armor Class 21 (Light Armor +2)
Bladesmiths are warriors who hail from a particular
Hit Points 138
guild in the Land of Treasures, constantly hiring
Chakra Points 82
competent fighters and sending them out into the world
Speed 50 ft, Initiative +5
to collect treasures and riches before bringing them back
to the Land of Treasures to grow its wealth and political
STR DEX CON INT WIS CHA
power.
18 (+4) 14 (+2) 16 (+3) 13 (+1) 12 (+1) 13 (+1)
Relic Hunters can utilize a variety of weapons to
symbolize different types of fighters, but they also have
Saving Throws Str +9, Dex +3, Con +8, Int +2, Wis +2, Cha +2
unique weapons that hold jutsu and different special
Skills Acrobatics +7, Athletics +9, Insight +6, Investigation +11,
arts.
Perception +6, Martial Arts +9
Damage Resistance: Slashing, Piercing, Wind
Condition Resistance: Bruised, Bleed, Poisoned
Condition Vulnerability: Exhaustion, Blinded
Senses passive Perception 16
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240
241
WITCH
Witches are an interesting group of adversaries.
Often mistaken for scribes or female sages,
Witches are a wholly unique cast of characters in
the world of Naruto. Almost entirely found in the
Land of Cackles to the far west, witches seldom
leave their home country. But when they do they
are quickly seen as evil by those ignorant of their C-Rank, Standard, Caster, Wandering Witch, Prof +3
ways with Ninshou. Witches utilize chakra in a
Level: 3 (10 XP)
wholly unique way, while most individuals utilize
the chakra found within, Witches are incapable of
Armor Class 16 (Chakra Armor)
drawing chakra from within themselves and have
Hit Points 26
learned to take pure Nature Energy from their
Chakra Points 55
surroundings to utilize in their spell like Ninjutsu.
Speed 30 ft, Initiative +2
• For every level above 6th, increase Hit Points by +21 and Chakra by +20.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 7th level and every 3 levels thereafter.
• Increase AC by +1 at level 10 and every 6 levels after.
• Increase Constitution by +1 at 8th level and every 3 levels thereafter. Every time
the Skin Carvers Constitution modifier increases, increase only their Hit Points by
their current level.
• Add the B-Rank Ninjutsu Raging Storm at 10th level,
242
and the A-Rank Genjutsu Geas at 15th level.
WITCH BLADE
The Witch Blade is a more practical Witch.
Someone who specializes in blade “spells”.
Capable of manifesting Nature Energy into
construct weapons to fight with when needed.
Witch Blades are found working for military
institutions in smaller to moderate sized countries
and take on these roles with the express goal to
support their coven and clan back home in the
Land of Cackles many provinces
While not a specific subgroup of Witches, Witch
Blades are occasionally seen as more experience
combatants than Psionic Witches, but tend to only
be comparable to a skilled Genin or Low-skilled
Chunin, in relation to the Shinobi hierarchy. This
lack of innate power does not prevent them from
getting together to accomplish great feats by
feeding off of each other’s abilities and pushing
each limitations beyond.
While other witches have unique quirks, a Witch
Blade specializes in melee combat, using their
nature energy to manifest a weapon called a Witch
Weapon. A Witch Weapon is a construct made of
nature energy, capable of taking on the form of any
weapon the witch wants. Occasionally, in a tough
or life-threatening conflict, a Witch Blade will
infuse a “spell” they know into their Witch
Weapon and discharge it on contact with its target
with a thunderous and powerful strike.
• For every level above 5th, increase Hit Points by +19 and Chakra by +16.
Artist Credit: [Gogalking] • Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 7th level and every 3 levels thereafter.
• Increase AC by +1 at level 7 and every 6 levels after.
• Increase Intelligence by +2 at 8th level and every 3 levels thereafter. Every time the
Witch Blades Intelligence modifier increases, increase their Ninjutsu, Genjutsu
and Witch Weapon attack bonus by +1 and Save DC by +1.
• Add the C-Rank Ninjutsu Static Weapon at 10th level, B-Rank Ninjutsu Gale Blade
at 10th level, and the A-Rank Genjutsu Keen Focus at 15th level.
C-Rank, Standard, Striker, Wandering Witch, Prof +4 Ninjutsu. +7 to hit, (Ninjutsu save DC 15)
Level: 5 (10 XP) E-Ranks (Cost 2): Chakra Pulse, Chakra Blow, Light.
D-Ranks (Cost 5): Chakra Shield, Sanguine Spear, Tsunami Mallet
Armor Class 19 (Chakra Armor) C-Ranks (Cost 9): Shadow Shuriken
Hit Points 67 (5 HD, for Grim Blade)
Genjutsu. +7 to hit, (Genjutsu save DC 15)
Chakra Points 39
E-Ranks (Cost 2): Clone Technique, Feather Burst, Pain, Release
Speed 50 ft, Initiative +4
D-Ranks (Cost 5): Corruption: Animus, Night: Frigid Pain
243
WITCH SHADOW
The Witch Shadow is a tactical Witch. Someone who
specializes in a mix of shadow, enchantment and blade
“spells”. Capable of swiftly coating their short swords in
nature energy and performing their unique Witch strike
by releasing all of this pent-up energy in an attempt to
defeat their foe as swiftly as possible. Witch Shadows are
found working alongside Witch Blades due to their
synergy, often siblings or close friends.
While not a specific subgroup of Witches, Witch
Shadows are occasionally seen as more experience
combatants than Psionic Witches, but tend to only be
comparable to a skilled Genin or Low-skilled Chunin, in
relation to the Shinobi hierarchy. This lack of innate
power does not prevent them from getting together to
accomplish great feats by feeding off of each other’s
abilities and pushing each limitations beyond.
While other witches have unique quirks, a Witch
Shadow specializes in swift combat that allows them to
enter and exit an enemies guard swiftly with as little risk
as possible. This technique is called Shadow Walking.
Shadow walking is unique technique that uses their
nature energy to transmute their physical form
temporarily into that of a Shadow along the ground
avoiding most retaliatory attacks or assaults. This ties in
well with their Witch Strike technique that they’ve
honed to fell great enemies in a single blow.
C-Rank, Standard, Lurker, Wandering Witch, Prof +4 Ninjutsu. +4 to hit, (Ninjutsu save DC 12)
Level: 5 (10 XP) E-Ranks (Cost 2): Chakra Movement, Chakra Blow, Light.
D-Ranks (Cost 5): Chakra Mark, Zephyr Strike
Armor Class 16 (Light Armor) C-Ranks (Cost 9): Sealing Art: Darkness
Hit Points 47 Genjutsu. +7 to hit, (Genjutsu save DC 15)
Chakra Points 63 D-Ranks (Cost 5): Color Spray
Speed 55 ft, Initiative +4
Taijutsu. +7 to hit, (Taijutsu save DC 15)
D-Ranks (Cost 5): 2-Point Penetrate, Flying Swallow: Cross Cut
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 12 (+1) 11 (+0) 16 (+3) 10 (+0)
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WITCH ENHANCER
The Witch Enhancer is supporting Witch. Someone who
specializes in boost “spells”. Capable of boosting their
allies with nature energy and maximizing their
capabilities by using a unique talent called Witch Boost
which releases a persons limiters for a short period of
time. Witch Enhancers are found working alongside
Witch Blades due to their synergy, often siblings or close
friends.
While not a specific subgroup of Witches, Witch
Enhancers are occasionally seen as more experience
combatants than Psionic Witches, but tend to only be
comparable to a skilled Genin or Low-skilled Chunin, in
relation to the Shinobi hierarchy. This lack of innate
power does not prevent them from getting together to
accomplish great feats by feeding off of each other’s
abilities and pushing each limitations beyond.
While other witches have unique quirks, a Witch
Enhancer specializes in playing a supporting role in
combat that allows them to keep an eye on the battlefield
while energizing their allies with a series of different
“spells” designed to keep them standing and bring the
best out of them.
C-Rank, Standard, Supporter, Wandering Witch, Prof +4 Ninjutsu. +6 to hit, (Ninjutsu save DC 14)
Level: 5 (10 XP) E-Ranks (Cost 2): Chakra Movement, Chakra Pulse, Light.
D-Ranks (Cost 5): Dark Vision, Elemental Infusion (Lightning),
Armor Class 16 (Chakra Armor) Medical Release: Healing Hands
Hit Points 51 C-Ranks (Cost 9): Sealing Art: Circle of Defiance
Chakra Points 47 Genjutsu. +7 to hit, (Genjutsu save DC 15)
Speed 40 ft, Initiative +3 D-Ranks (Cost 5): Heroism, Sanctuary
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WITCH GUARDIAN
The Witch Guardian is supporting Witch. Someone who
specializes in defensive “spells”. Capable of protecting
their allies with nature energy and staving off damage
they would take by using a unique talent called Witch
Guard which creates a veil of protective energy. Witch
Enhancers are found working alongside Witch Blades
due to their synergy, often siblings or close friends.
While not a specific subgroup of Witches, Witch
Guardians are seen as more experience combatants than
Psionic Witches, but tend to only be comparable to a
skilled Genin or Low-skilled Chunin, in relation to the
Shinobi hierarchy. This lack of innate power does not
prevent them from getting together to accomplish great
feats by feeding off of each other’s abilities and pushing
each limitations beyond.
While other witches have unique quirks, a Witch
Guardian specializes in a defensive role in combat that
allows them to keep their allies alive, while blocking
their enemies with a series of different “spells” designed
to keep their team and coven standing.
• For every level above 5th, increase Hit Points by +21 and Chakra by +13.
• Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 7th level and every 3 levels thereafter.
• Increase AC by +1 at level 7 and every 6 levels after.
• Increase Intelligence by +2 at 8th level and every 3 levels thereafter. Every time the
Witch Guardian Intelligence modifier increases, increase their Ninjutsu and Stone
Shard attack bonus by +1 and Save DC by +1.
• Add the B-Rank Ninjutsu Earth-Style Wall at 10th level, and the A-Rank Ninjutsu
Ironstone Hardening at 15th level.
C-Rank, Standard, Defender, Wandering Witch, Prof +4 Ninjutsu. +6 to hit, (Ninjutsu save DC 14)
Level: 5 (10 XP) E-Ranks (Cost 2): Chakra Movement, Chakra Pulse, Light.
D-Ranks (Cost 5): Geo Resonance, Geo Isotoma, Jade Devotion
Armor Class 18 (Witch Armor), DR 7 C-Ranks (Cost 9): Guide to Resistance, Moving Earth Core,
Hit Points 76 Terrashield
Chakra Points 52
Speed 40 ft, Initiative +3
Stone Shard. Ranged Ninjutsu Attack: +6 to hit, reach 60ft., one
STR DEX CON INT WIS CHA target. Hit.1d6 +2 Earth damage.
13 (+1) 12 (+1) 15 (+2) 15 (+2) 12 (+1) 9 (-1)
Nature Protect Us (1 Charge). As an action, when this Witch sees
an allied creature fall to half or fewer hit points, it conjures a
Saving Throws Str +3, Dex +3, Con +6, Int +6, Wis +3, Cha +1 massive amount of nature energy to cast the Earth Release:
Skills Chakra Control +6, Illusions +6, Ninshou +5, Perception +6 Stone Dragon ninjutsu. When it does, the construct is
Senses passive Perception 16 summoned, but cannot be controlled by the Witch Guardian.
The Stone Dragon only acts to protect the Witch Guardian and
Witches Training (Affiliation, Unique). While this Witch is in its allies. If a creature would attempt to attack the Stone Dragon
initiative with another Wandering Witch, this witch can spend its is will not retaliate. If a creature would attempt to attack or deal
reaction to upcast their allied witches Jutsu by 1 rank, to a damage to the Witch Guardian’s allies or the Witch Guardian, the
maximum of 1 rank higher than its base rank. Stone Dragon will attempt to Bite or cast Dust breath on the
Natures Shield (Clan, Unique). This witch manifests a powerful hostile creatures. The Stone Dragon summoned this way has an
shield of nature energy to protect its allies. As a reaction by AC of 17, and only 100 Hit points.
spending 15 chakra, when the Witch Guardian sees its allies take
damage, they coat their allies in a powerful barrier of nature
energy. This witch rolls 3d10+5. Its allies (excluding itself) gains
the result as temporary hit points.
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Nadia in the event became filled with fragments of her Mother,
now known as Fragments of Balance and Chaos, granting her
The Child of Twilight and wielder of the Blu-Arcanum. Tormented the unique ability to bend and twist the fundamental forces of
by her past, her lineage and her original life purpose, Nadia Ran the universe to her whims, which she uses to rewrite the fates
away from it all, abandoning her post, her siblings and her life of her family and friends, even undoing the evil her mother had
and going as far as to have her memories wiped of it all. done.
Fast forward some years Nadia was forced to confront her past Nadia is an amazingly powerful, kind and honest person. She
even though at the time she was fundamentally a different fights for what she believes in and doesn’t abuse or take for
person. Forced to do battle with her sister, unknowingly collecting granted her new found power. Favoring the ability to channel
the pieces needed for their Mothers ritual and losing her friends and manipulate Ice, Water, and Illusions she acts to protect
and new found family along the way. When all was said and done, those who simply cannot protect themselves. Although the
Nadia was forced to face the reality that she would become one fragments of power she has from her mother are limited, they
with her mother, and lose herself as originally designed. Until her can be used to exert a great will over others, altering their
own force of will, friends and family all cried out to her to not lose fate, and bending destiny to Nadia’s whims.
her way.
247
S-Rank, Iconic Solo, Caster, Witch, Prof +10 Blue Magic. Cold damage Nadia deals ignores resistance, Damage reduction and
Level: 22 (100 XP), Tenacity Die: 22 Immunity, once per turn.
Mind Magic. Genjutsu Nadia casts that normally target 1 creature, can target up
Armor Class 31 (Chakra Armor) to an additional 3 creatures, once per cast.
Hit Points 1080 Unlimited Casting. Nadia is immune to effects that would prevent Chakra
Chakra Points 1436 molding.
Speed 50 ft, 50ft fly, Initiative +13
STR DEX CON INT WIS CHA Ninjutsu. +21 to hit, (Ninjutsu save DC 27)
13 (+1) 19 (+4) 15 (+2) 29 (+9) 22 (+6) 20 (+5) D-Ranks (Cost 5): Ice Daggers, Ice Prison, Water Pillar Thrust, Water Shield
C-Ranks (Cost 9): Certain-Kill Ice Spears, Frozen Capturing Field, Ten Thousand
Saving Throws Str +7, Dex +15, Con +13, Int +20, Wis +17, Cha +11 Ice Petals, Wall of Water
Skills Acrobatics +14, Chakra Control +12, Illusions +16, Insight +16, Intimidation +16, B-Ranks (Cost 14): Tearing Dragon Fierce Tiger, Water Fang, Sealing Art: Banishing
Investigation +19, Ninshou +19, Perception +16, Persuasion +15 Seal, Sealing Art: Curse of Prey
Damage Immunity: Cold, Force, Psychic A-Ranks (Cost 20): Falling Needle Rain, Great Hydra Fang, Water Dragon
Damage Resistance: Earth, Fire, Wind, Lightning S-Ranks (Cost 25): Giant Vortex Tsunami, Water Heavens Convergence
Damage Vulnerability: Necrotic, Chakra
Condition Immunity: All Elemental, All Mental Genjutsu. +18 to hit, (Genjutsu save DC 24)
Senses passive Perception 26, True Sight 60ft. D-Ranks (Cost 5): Bane, Psionics: Psycho Wave!, Psionics: Shock!
C-Ranks (Cost 9): Psionics: Psycho Cut!, Psionics: Dark Pulse!
Arbiter of Balance (Clan, Unique). 11 of Nadia’s Tenacity die are treated as Shards B-Ranks (Cost 14): Frenzy: Burst, Psionics: Crush!
of Balance. She can spend one of these shards as a reaction. When she does, if a
hostile creature rolls an odd number on the D20 or their total result is an odd
Multiattack 3. Nadia can make three attacks using Absolute Zero.
number, whatever it is they were trying to do, fails or critically fails, if able. Once
she spends a Tenacity die in this way, it permanently reduces her Tenacity die pool Absolute Zero. Ranged Ninjutsu Attack: +21 to hit, reach 60ft., one target. Hit.3d8
by 1. +9 Cold damage. and the target must make a Constitution saving throw. On a
Enforcer of Chaos (Clan, Unique). 11 of Nadia’s Tenacity die are treated as Shards failed save, the target gains 2 ranks of Chilled.
of Chaos. She can spend one of these shards as a reaction. When she does, if a
hostile creature would gain the benefit of a bonus to their d20 result as a result of
one of their allied creatures, the allied creature must spend 2 Chakra and Hit die, Nadia Rose takes one Elite Action at the end of another creatures turn, once each
taking Force damage equal to twice the result as the tides of Chaos creates a creatures turn to do one of the following or can spend her Elite Action to gain an
feedback on them. Once she spends a Tenacity die in this way, it permanently additional reaction. It regains spent Elite Actions at the beginning of each of her
reduces her Tenacity die pool by 1. turns.
My Mothers Daughter (Affiliation, Unique). Being the child of Twilight, Nadia was Attack. Nadia makes 3 attacks with her Absolute Zero or Casts a Jutsu of B-Rank
forced through the worst her mother could think of. Nadia was raised to be her or lower.
replacement. Her new body when her current body would fail her. But Twilights Blooming Flower of Frost (Recharge, 7 Tenacity die). As an Action, Nadia
death left Nadia with a powerful body, soul and mind. Her Magic is on another tier. releases a powerful shockwave of Frost chakra affecting all creatures,
Conditions inflicted by Nadia cannot be ended by normal means. If a creature has constructs, structures and objects in a 120ft radius. Structures and constructs
a conditions as a result of a Jutsu Nadia cast, they must spend 2 Hit or Chakra die are immediately frozen over becomes petrified. Creatures must make a DC 27
to end it, as an action on their turn, ignoring the normal rules to end a condition. A Dexterity saving throw. Critical Failure (Fail by 5 or more): They are frozen to the
creature with no hit or chakra die simply cannot end a condition inflicted by Nadia core becoming petrified. Failure: They gain 5 ranks of chilled and becomes
and the condition lasts for a minimum of 10 minutes. Frostbitten simultaneously. Success: They gain 3 ranks of chilled. Critical
Success: No effect.
Move. Nadia can teleport to any space she can see within 100 feet of her.
248
249
ANBU
The Anbu (Literal translation: Dark Side), short for
Ansatsu Senjutsu Tokushu Butai (Literal translation:
Special Assassination and Tactical Squad), are covert
operatives of capable ninja that are dispatched by a
village leader. There are no additional ranks within the
Anbu; Team leadership and hierarchy seem to be based
on merit and experience. The leaders of teams of 3 or 4
are called Squad leaders, a position held in high regard.
SCALING ENEMY
While this enemy is representative of a highly skilled
assassin dispatched by a village leader, their individual
skill ranges between levels 8-12. The below Adversary • For every level above 9th, increase Hit Points by +20 and Chakra by +14.
block details a base level 8 Anbu. • Increase Proficiency bonus and all attributes that require proficiency bonus by +1
at 10th level and every 3 levels thereafter.
To upscale an Anbu up to 12th Level perform the • Increase AC by +1 at level 10 and every 6 levels after.
following steps at each level. • Increase Dexterity by +1 at 11th level and every 3 levels thereafter. Every time the
• Level 9+. Increase the Anbu’s Hit & Chakra points. For Anbu Dexterity modifier increases, increase its AC by +1.
every additional level, increase their Hit and Chakra • Add the B-Rank Ninjutsu Raging Storm at 10th level,
points by 1d10+1 (7). and the A-Rank Genjutsu Geas at 15th level.
• Level 9. The Anbu can begin to cast B-Rank jutsu.
• Level 10. The Anbu gain Wisdom as a Saving throw.
• Level 10. The Anbu’s Proficiency (Prof) bonus
increases by +1, This increases their AC, Skills, Saving
Throws, Save DC’s, and to Hit bonuses by +1.
• Level 10. The Anbu is also able attack one additional
time with their Multiattack feature.
• Level 10. The Anbu increases their Dexterity and
Intelligence by +1 increasing their relevant skills,
saving throws, AC, Save DC’s and to hit bonuses.
• Level 11. The Anbu gains the Strikers Focus feature.
• Level 12. The Anbu’s Savage Strike feature now
triggers on any condition excluding invisibility.
Defense Penetration. Once per turn, Weapon and Bukijutsu damage the
Anbu deals, ignores 10 DR.
A-Rank, Elite, Striker, Hunter-Nin, Prof + 5
War Time Assassin. Each time an Anbu casts a jutsu, it can make one weapon
Level: 9 (800 XP), Tenacity Die: 4
attack as part of the same action used to cast the jutsu.
Armor Class 22 (Light Armor)
Hit Points 209
Chakra Points 146
Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Speed 50 ft., Initiative +8
D-Ranks (Cost 5): Substitution Technique, Chakra Skin, Chakra Mark
C-Ranks (Cost 9): 2 Ninjutsu with your chosen nature release keyword
STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 11 (+0) Genjutsu. +9 to hit, (Genjutsu save DC 18)
D-Ranks (Cost 5): Bane
C-Ranks (Cost 9): Blur
Saving Throws Str +3, Dex +8, Con +6, Int +4, Wis +7, Cha +1
Taijutsu. +7 to hit, (Taijutsu save DC 16)
Skills Acrobatics +9, Athletics +7, Deception +10, Investigation +8,
D-Ranks (Cost 5): 2-Cross slash
Perception + 8, Stealth +8, Sleight of Hand +9
C-Ranks (Cost 9): Crescent moon beheading
Damage Resistances Poison
Condition Resistance: Dazed, Blinded, Stunned, Paralyzed, Poisoned
Senses Darkvision 30 ft., passive Perception 18 Multiattack. The Anbu can make 2 melee attacks with their short sword or 3
ranged attacks with your shuriken.
Lethal Strike (Affiliation, Unique). Once per turn, this anbu can deal an Short Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7
additional 4d6 damage when it hits a target with an attack, with advantage (1d6 + 3) Slashing damage.
or when the target is within 5ft of the Anbu’s ally. Shuriken. Ranged Weapon Attack: +9 to hit, reach 60 ft. one target. Hit: 5
(1d4 + 3) Slashing damage.
Smoke Bomb. The Anbu throws down a smoke bomb that creates a thick
black mist that fills a 20-foot cube. All creatures inside the mist are heavily
obscured from one another. Creatures outside the mist cannot see inside the
mist. The Anbu can see in the mist as if creatures are lightly obscured.
Cunning Action (General). The Anbu can dash, disengage, or hide as a
bonus action.
Anbu takes one Elite Action at the end of each round to either move or take
Monk Master. The Monk master cannot make saving throws or checks at an additional Action.
disadvantage. 250
ASSASSIN
Trained in the use of poison, assassins are remorseless
C-Rank, Humanoid, Rogue, Standard, Lurker, Non-Clan, Prof + 4
killers who work for nobles, faction leaders, sovereigns,
Level: 6 (425 XP)
and anyone else who can afford them.
Multiattack. The Assassin can make 2 melee attacks with their Iron Claw or
3 ranged attacks with your shuriken.
Iron Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6
+ 3) Slashing damage.
Kunai. Ranged Weapon Attack: +7 to hit, reach 60 ft. one target. Hit: 5 (1d4 +
3) Piercing damage.
Poison Kunai (Recharge 9-10). Ranged Weapon Attack: +7 to hit, reach 60 ft.
one target. Hit: 5 (1d4 + 3) Piercing damage. On a hit, target must succeed a
DC 15 Constitution save, being poisoned for 1 minute.
251
BANDITS
Bandits rove in gangs and are sometimes led by thugs,
Warlords, or Rogue Ninja of all ranks (Genin, Chunin,
Jonin). Not all bandits are evil. Oppression, drought,
disease, or famine can often drive otherwise honest folk
to a life of banditry.
SCALING ENEMY
While this enemy is representative of a low skilled thug,
robber, and murderer, their individual skill ranges
between levels 1 -3. The below Adversary block details a
base level 1 Bandit.
Hand Axe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) Slashing damage.
Hand Axe (Thrown). Ranged Weapon Attack: +2 to hit, reach
20/120 ft., one target. Hit: 6 (1d6 + 2) Slashing damage.
252
CHUNIN
A Chunin (Literally meaning: Middle Ninja or Journeyman
Ninja) are ninja who have reached a level of maturity and
ability that primarily consists of leadership skills and
tactical prowess. Chunin are typically sent on C-rank or
B-rank missions.
SCALING ENEMY
While this enemy is representative of a skilled shinobi
capable of passing the chunin exam, their individual skill
ranges between levels 5-9. The below Adversary block
details a base level 5 Chunin.
C-Rank Humanoid, Shinobi, Standard, Generalist, Prof + 4 Ninjutsu. +6 to hit, (Ninjutsu save DC 14)
Level: 5 (300 XP) D-Ranks (Cost 5): Substitution Technique, Enhanced Reactions,
Lock/Release, Sensing Technique
Armor Class 20 (Chunin Jacket) C-Ranks (Cost 9): Shadow Shuriken Technique
Hit Points 34 (6d6 + 5)
B-Ranks (Cost 14, 9th Level +): 1 Ninjutsu with your chosen nature release
Chakra Points 34 (6d6 + 5)
keyword
Speed 30 ft.
Initiative +3 Genjutsu. +6 to hit, (Genjutsu save DC 14)
D-Ranks (Cost 5): Bless, Detect Intention
STR DEX CON INT WIS CHA
C-Ranks (Cost 9): Blur, Chakra Shatter
15 (+2) 13 (+1) 14 (+2) 15 (+2) 14 (+2) 11 (+0)
Taijutsu. +6 to hit, (Taijutsu save DC 14)
Saving Throws Dex +6, Int +5, (Wis +5) D-Ranks (Cost 5): Bolting Blossom
Skills Illusion +8, Insight +6, Ninshou +6, Perception + 6, Stealth +5 C-Ranks (Cost 9): Adamantine Acala
Damage Resistances Select One of the following Nature Release Keywords:
Earth, Wind, Fire, Water or Lightning. You gain resistance to Ninjutsu with
the selected Keyword. Multiattack. The Chunin can make 2 melee attacks with their Katana or 3
Senses passive perception 16 ranged attacks with your shuriken.
Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8
Explorer. You can move across difficult terrain without any movement
+ 3) Slashing damage. (Versatile. 9 (1d10+3))
penalty.
Superior Ability. When you would make a saving throw, once per round,
any hostile jutsu or feature, you may add 1d8 to the saving throw.
Inspiring Leader. As an action, all allies within 90 feet of you gain Explosive Tag. The Chunin can set a tag to detonate as a bonus action or
temporary hit points equal to your level + Proficiency. as an action attach it to a kunai and throw it at a target it can see. If
thrown make a ranged attack using your Kunai and detonate the
Never Give up. Twice per encounter, when your hit points falls to 0, they
explosive tag as a bonus action. Creatures within 10 feet of your target
instead fall to 1 and cannot fall to 0 until the end of the current turn.
must succeed a DC 13 Dexterity saving throw taking 5d4 fire damage on
a failure or half as much on a success.
253
GAARA (KID)
Gaara is a shinobi of the hidden sand. He was made the
jinchūriki of the One-Tailed Shukaku before he was A-Rank, Humanoid, Shinobi, Solo, Jiton, Iconic, Prof + 5
born, causing the villagers of the sand to fear him as a
Level: 8 (800 XP)
monster. With nobody to connect to, Gaara grew up
hating the world and looking out only for himself, giving
Armor Class 19 (Dust Coat)
his life meaning by killing anyone he came across.
Hit Points 400
When Gaara would roll any Saving throw, ability check or attack roll
they may roll an additional d6. You may roll any number of d6 you
have remaining. You have a total number of d6 equal to your level
per combat.
.
254
GENIN
A Genin (Literally meaning: low ninja or junior ninja) are
the lowest level of ninja and also the ones that display
the most difference in power. When they become genin, D-Rank, Humanoid, Shinobi, Standard, Generalist, Non-Clan, Prof + 3
ninja start to do their bit for their village's economy –
Level: 1 (50 XP)
being sent on missions that the village gets paid for.
They are typically sent either on D-rank missions, which
Armor Class 14 (Combat Jacket)
are almost entirely risk-free jobs of manual labor, or,
Hit Points 7 (1d6 + 2)
rarely, on C-rank missions, which are a cut above that
Chakra Points 7 (1d6 + 2)
and begin to verge on real "ninja" work that have a very
Speed 30 ft.
low possibility of risk to the ninja involved.
Initiative +1
Genin from each village wear a Headband with their
villages symbol on it. This headband is mandatory when STR DEX CON INT WIS CHA
on missions and used to identify each other when out on 15 (+2) 10 (+0) 15 (+2) 12 (+1) 9 (-1) 9 (-1)
the battlefield. Headbands are almost universally worn
by all shinobi of all villages and they have a wide range of Saving Throws Str +3, Con +3
designs, colors and customizable details such as shape, Skills Ninshou +4, Illusions +2, Martial Arts +5, Perception +2
length, placement, and use. Some ninja uses their Senses passive Perception 12
headbands as belts, arm bands, hats, eye covers, gloves
etc. Hard to Hit. When you are standing and unrestrained, attacks
against you have disadvantage unless you are adjacent to two or
SCALING ENEMY more enemies.
While this enemy is representative of a low ranked Teamwork. You have advantage on attack rolls when your target is
shinobi, their individual skill ranges between levels 1-5. within 5ft of an unrestrained ally.
The below Adversary block details a base level 1 Genin. Limitless Potential. Twice per encounter when you make an attack
roll, ability check or saving throw, you can add an additional 1d8
To upscale a Genin up to 5th Level perform the following
to the roll.
steps at each level.
Superior Potential. When you would deal damage, add 1d8 to the
• Level 2+. Increase the Genin Hit & Chakra points. For
damage dealt. You may do this once per jutsu cast.
every additional level, increase their Hit and Chakra
points by 1d6+2 (6).
• Level 2. The Genin gains 1 Martial weapon to use. Ninjutsu. +2 to hit, (Ninjutsu save DC 11)
• Level 4. The Genin Increase 2 of their Ability Scores by
E-Ranks (Cost 2): Chakra Strike (1d6), Enhanced Defense, Escape
+2. Increase all relevant skills, AC, attack bonuses,
Technique, String Light Formation
save DC’s or damage modifiers.
• Level 4. The Genin’s Proficiency (Prof) bonus increases D-Ranks (Cost 9): Body Flicker, Substitution Technique.
by +1, This increases their AC, Skills, Saving Throws, Taijutsu. +3 to hit, (Taijutsu save DC 12)
Save DC’s, and to hit bonuses by +1.
D-Ranks (Cost 5): Wild Dance, Flying Swallow: Cross Cut
• Level 5. The Genin can begin to cast C-Rank jutsu.
• C-Ranks (Cost 9, 5th level): Whirlwind Death Drop.
Level 5. The Genin Gains the Superior Potential Trait
and when they make an Unarmed or Kunai attack, they
can make a second Unarmed or Kunai attack.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 2) Bludgeoning damage.
Kunai. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target.
Hit: 5 (1d4 + 2) bludgeoning damage.
255
HAKU
Haku was an orphan from the Land of Water, and a
descendant of the Yuki clan. He later became a shinobi
under Zabuza Momochi's tutelage whom he later
partnered with, ultimately becoming a Mercenary Ninja.
OFFENSIVELY
Haku is an extremely fast individual, being touted to be
faster than Kakashi even. Haku makes use of his Ice
release with deadly precision and disables his enemies
with ruthless precision wasting not a single movement
in the process.
DEFENSIVELY
Haku’s speed allows him to both engage and disengage
rather easily and on his own terms. If Haku is in a
disadvantageous position, he will opt to disengage and
only reengage when the situation has shifted to be more
advantageous to do so.
B-Rank, Humanoid, Shinobi, Elite, Iconic, Yuki, Prof + 5 Ninjutsu. +8 to hit, (Ninjutsu save DC 17)
Level: 8 (1600 XP) D-Ranks (Cost 5): Hidden Mist, Ice Daggers, Ice Prison, Ice Dome of
Nothingness
Armor Class 22 (Studded Leather) C-Ranks (Cost 9): Water Cutting Sword, Certain-Kill Ice Spears, Frozen
Hit Points 158 Capturing field, Ten Thousand Ice Petals
Chakra Points 158
B-Ranks (Cost 14): Water Needles of Death, Twin Dragon Whirlwind
Speed 50 ft.
Initiative +9 A-Ranks (Cost 20): Demonic Ice Mirrors
Taijutsu. +10 to hit, (Taijutsu save DC 19)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): Prepared Needle Shot, Needle Rain
9 (-1) 21 (+5) 13 (+1) 17 (+3) 13 (+1) 13 (+1)
Saving Throws Dex +11, Int +9 Multiattack. Haku can make 3 attacks with their Senbon.
Skills Acrobatics +10, Chakra Control +6, History +8, Intimidation +6, Insight
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
+6, Investigation +8
Hit: 1 Bludgeoning damage.
Senses passive Perception 16
Senbon. Melee Weapon Attack: +10 to hit, reach 30/60 ft., one target. Hit: 8
Cunning Action. You can dash, disengage, or hide as a bonus action. (1d4+5) Piercing damage.
Frigid Cold. Whenever Haku deals Cold Damage he deal 3 additional
cold damage.
Haku takes one Elite Action at the beginning of each round to either move
Iconic Reflexes. Haku has advantage on Dexterity saving throws. or take an additional Action.
Sneak Attack. Once per turn, Haku deals an extra 16 (4d6) damage
when it hits a target with a melee attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of Haku. When Haku would roll any Saving throw or ability check, they may roll an
Teamwork. Haku has advantage on attack rolls when your target is additional d4. You may roll any number of d4 you have remaining. You
within 5ft of an unrestrained ally. have a total number of d4 equal to your level per combat.
256
ITACHI UCHIHA (PART 1) those who are able to resist his initial Illusionary
assaults. Try to save your Legendary actions for
Itachi was a shinobi of the Leaf Villages Uchiha clan that
reactions to avoid direct damage but if Itachi believes he
served as an Anbu Captain. He later became an
has an opportunity to take down an enemy with his next
international criminal after murdering his entire clan,
attack he will use his Legendary action to inflict as much
sparing only his younger brother, Sasuke. He afterwards
damage as possible to incapacitate them.
joined the international criminal organization known as
Akatsuki, whose activity brought him into frequent
DEFENSIVELY
conflict with Konoha and its ninja — including Sasuke When playing with Itachi always be prepared to make
— who sought to avenge their clan by killing Itachi. use of his multiple reactions to grant him an amplified
STR DEX CON INT WIS CHA Genjutsu. +14 to hit, (Genjutsu save DC 23)
8 (-1) 19 (+4) 9 (-1) 21 (+5) 22 (+6) 13 (+1) D-Ranks (Cost 5): Doubled Pain, Insinuation
C-Ranks (Cost 9): Chakra Shatter, Blur, Flower Petal Escape, Hypnotic
Saving Throws Str + 0, Dex +11, Con +0, Int +12, Wis +13, Cha +8 Patterns, Genjutsu: Deflect!
Skills Acrobatics +10, Deception +13, Illusion +18, Ninshou +11,
B-Ranks (Cost 14): Mind Spike, Mind Thrust, Confusion, Effortless Paralysis
Perception + 12, Stealth +10, Martial Arts +5
Damage Resistances Psychic, Fire A-Ranks (Cost 20): Bringer of Darkness, Dominate Man, Seeming
Damage Vulnerability Poison Taijutsu. +12 to hit, (Genjutsu save DC 21)
Condition Immunity Berserk, Charmed, Dazed, Blinded, Frightened, Slowed, D-Ranks (Cost 5): Uchiha Shuriken Rain
Stunned
Senses Chakra Sight 30 ft., passive Perception 23
Multiattack. Itachi can make 3 melee unarmed attacks or 4 ranged attacks
Iconic Presence. You are immune to Charisma based Skill Checks and affects. with his shuriken.
Additionally, you cannot be charmed or controlled by other creatures.
Kunai. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4)
Iconic Reflexes. You gain Advantage on Dexterity Saving throws. Slashing damage.
Potent Casting. Twice per combat, Itachi can maximize the damage of one Shuriken. Ranged Weapon Attack: +12 to hit, reach 60 ft. one target. Hit: 5
jutsu he casts. (1d4 + 4) Slashing damage.
Cunning Action. You can dash, disengage, or hide as a bonus action.
Uncanny Senses. Unless you are incapacitated, you cannot be surprised.
Itachi can take Legendary actions, choosing from the options below. Only
Amplified Defense. Itachi can take 3 additional reactions per encounter.
one legendary action can be used at a time and only at the end of another
Sharingan Dodge. As a reaction, gain a +2 bonus to your AC and Dexterity creatures turn. Itachi regains spent legendary actions, at the start of his turn.
saving throws until the start of your next turn. This Stacks.
Move. Itachi can move up to his speed without provoking opportunity
attacks.
Itachi has a 24 Burn Limit. Arts he cast do not cost chakra to cast, only burn. Attack. Itachi makes one attack using a Genjutsu or Ninjutsu of C-Rank or
For each burn he spends that goes over his limit he takes 3d8 necrotic Lower.
damage. Dodge. Itachi can use a legendary action to take additional reactions up to
Amaterasu (3 Burn). Single Target, DC 22 Dexterity save. On failure 10d6 fire 1 reaction per triggering creatures turn.
damage and gain the burn condition for 1 minute which cannot be
extinguished
If Itachi fails a saving throw, He can choose to succeed instead.
Tsukuyomi (10 Burn). Single Target, DC 23 Wisdom Save. On a failed save roll
4d12. They take Xd8 psychic Damage. (X = the result of 4d12).
257
JIROBO
Jirobo is a shinobi of the Sound Village and a core
member of the Sound Four. Originally a prisoner, forced
to fight other prisoners to the death in battle royales. By
surviving his matches, he proved himself to be one of the
four strongest of Orochimaru's prisoners and as such
were made one of his bodyguards.
OFFENSIVELY
When playing with Jirobo offensively always be the one
who goes on the offensive and pressures the enemy.
Jirobo should always be actively making moves in an
attempt to defeat the opponent. Jirobo will act to disable
a group of enemies quickly by using the Earth Prison
Dome by draining their chakra until they are unable to
fight. If an enemy happens to escape Jirobo should then
act to defeat them with overwhelming force using all
offensive jutsu back-to-back. Jirobo is not as worried
about defensive techniques due to how sturdy he is
naturally.
DEFENSIVELY
When playing Jirobo defensively he only defends if he
realizes that the attack that’s gonna hit him could
cripple him for the remainder of the fight, otherwise he
is too confident in his physical abilities to attempt
dodging.
C-Rank Humanoid, Sound Four, Elite, Defender, Prof + 5 Ninjutsu. +5 to hit, (Ninjutsu save DC 13)
Level: 9 (2000 XP) D-Ranks (Cost 5): Bedrock Coffin, Bedrock Skin, Stone Fist
C-Ranks (Cost 9): Terrashield, Turning Palm
Armor Class 21 (Natural Armor + Heavy Defense)
B-Ranks (Cost 14): Earth Prison Dome
Hit Points 190
Chakra Points 148 Taijutsu. +10 to hit, (Taijutsu save DC 18)
Speed 40 ft. D-Ranks (Cost 5): Iron Strike, Praying Strike, Brace
Initiative +4
C-Ranks (Cost 9): Dragon Tail Foot, Erupting Falling Stomp, Fist Slam
When Jirobo would roll any Saving throw or ability check, he may roll an
additional d4. You may roll any number of d4 you have remaining. You have a
total number of d4 equal to your level per combat
258
JONIN • Level 10. The Jonin Proficiency (Prof) bonus increases
by +1, This increases their AC, Skills, Saving Throws,
A Jonin (Literally meaning: High Ninja or Elite Ninja) are
Save DC’s, and to hit bonuses by +1.
generally highly experienced and highly skilled shinobi
• Level 11. The Jonin gains the Teamwork feature.
who serve as military captains. Jōnin are generally able
• Level 12. The Jonin gains access to a second Nature
to use at least two types of elemental chakra. It is not
release keyword.
unusual for jōnin to go on missions alone. They are often
• Level 12. The Jonin increases 3 of their ability scores by
sent on A-rank missions, and if experienced enough, S-
+2. Increase all relevant skills, saves, attack bonuses,
rank missions as well (which are considered to be the
save DC’s or damage modifiers.
greatest difficulty).
• Level 13. The Jonin’s Proficiency (Prof) bonus increase
Jonin from each village are usually indistinguishable by +1. This increases their, Skills, Saving Throws, Save
from their lower ranked Chunin associates. They do not DC’s, and to hit bonuses by +1.
gain an additional piece of identification like a Genin’s • Level 13. The Jonin can begin to cast A-Rank jutsu.
Headband or a Chunin’s, Chunin Jacket. Instead, most
Jonin are assigned a team of 3 genin. Their duty will be to
instruct and train them to become competent ninja,
deciding when their team is ready to participate in the
chunin exams.
SCALING ENEMY
While this enemy is representative of a highly skilled
shinobi capable of the most difficult missions or even
leading a team of 3 Genin, their individual skill ranges
between levels 9-13. The below Adversary block details a
base level 9 Jonin.
Medium Humanoid, Shinobi, Elite, Generalist, Non-Clan, Prof + 5 Ninjutsu. +9 to hit, (Ninjutsu save DC 18)
Level: 9 (1000 XP) D-Ranks (Cost 5): Substitution Technique, Sensing Technique, Flame Bolt
C-Ranks (Cost 9): Earth Flow Spears, Terra Shield, Dragon Flame Bombs
Armor Class 22 (Reinforced Chunin Jacket)
B-Ranks (Cost 14): Nondetection, Earth-Style Wall, Controlled Burst Movement
Hit Points 144 (9d10 + 9)
Chakra Points 144 (9d10 + 9) A-Ranks (Cost 20, 13th level): Stone Needle, Fire Devastation
Speed 30 ft. Genjutsu. +9 to hit, (Genjutsu save DC 18)
Initiative +4
D-Ranks (Cost 5): Bane, Bless, Detect Intention,
STR DEX CON INT WIS CHA C-Ranks (Cost 9): Blur, Chakra Shatter, Genjutsu Break
17 (+3) 15 (+2) 13 (+1) 17 (+3) 17 (+3) 13 (+1) Taijutsu. +9 to hit, (Taijutsu save DC 18)
D-Ranks (Cost 5): Dynamic Entry, Exorcism
Saving Throws Str+1, Dex +5, Con +4, Int +6, (Wis +6)
C-Ranks (Cost 9): Dragon Tail Foot, Early Sacrifice
Skills Illusions +8, Insight +6, Ninshou +6, Perception + 6, Stealth +5
Damage Resistances Select one of the following Nature Release Keywords: Earth, B-Ranks (Cost 14): After Image Technique, Maximum Entry
Wind, Fire, Water or Lightning. You gain resistance to damage from the
corresponding nature release (Water= Cold).
Senses passive perception 16 Multiattack. The Jonin can make 3 unarmed attacks or 2 melee weapon
attacks with their Katana or 4 ranged attacks with their Kunai.
Hard to hit. When you are standing and unrestrained, attacks against you have Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3)
disadvantage unless you are adjacent to two or more enemies. Bludgeoning damage.
You can’t hide. You have advantage when trying to detect hidden enemies. Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3)
Any enemy that you can see is also visible to your allies. Slashing damage. (Versatile 9 (1d10+3))
Martial Advantage. Once per turn you may deal extra damage equal to your Kunai. Ranged Weapon Attack: +9 to hit, reach 30 ft. one target. Hit: 5 (1d4 + 3)
level when you hit a target within 5ft of your allies. Piercing damage.
Teamwork. You have advantage on attack rolls when your target is within 5ft
of an unrestrained ally.
Jonin takes one Elite Action at the beginning of each round to either move or
Never Back Down. When an ally you can see falls to 0 hit points, you can use
take an additional Action.
your reaction to gain advantage on attack rolls and dexterity saves until
the end of your next turn.
When the Jonin would roll any Saving throw or ability check, they may roll an
additional d4. You may roll any number of d4 you have remaining. You have a
259 total number of d4 equal to your level per combat.
KIDOMARU in melee fights so force the conflict into a battle of
attrition and range. Disengage, dodge, dash and escape
Kidomaru is a shinobi of the Sound Village and a core
as often as possible to create distance.
member of the Sound Four. Originally a prisoner, forced
to fight other prisoners to the death in battle royales. By
surviving his matches, he proved himself to be one of the
four strongest of Orochimaru's prisoners and as such
were made one of his bodyguards.
OFFENSIVELY
When playing with Kidomaru offensively always be the
one who forces the conflict to take place at a distance
with his enemy always being about 90-120 feet away to
supplement his extreme range. Remaining in stealth
helps as well with attacking his targets with advantage
while they are at a massive range and information
disadvantage. Kidomaru will utilize History & Insight
checks to gather as much information as he can about an
enemy’s abilities or blood line traits before engaging
them haphazardly.
DEFENSIVELY
When playing Kidomaru your goal is to never need to be
in a melee scrap with your enemy if they are in any way
competent in their martial abilities. Your strength is not
Multiattack. Kidomaru can make 2 ranged attacks with his gold bow
Saving Throws Dex +6, Int +6
Gold. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 +
Skills Acrobatics +10, Chakra control +8, History +10, Insight +9,
4) bludgeoning damage.
Perception +9
Senses passive perception 19 Gold Bow. Ranged Weapon Attack: +10 to hit, reach 300ft., one target. Hit:
12 (2d6+4) piercing damage.
Primary Target. As a bonus action, mark one creature you can see within
60 feet. A creature marked by this feature cannot gain the benefits of
stealth. Additionally, they take additional damage equal to your level. Kidomaru can make take one Elite Action at the start of each round to
either move or take an additional Action. You can use your Elite Actions to
Guerilla. When you make an attack while hidden, you don’t reveal
perform the following actions.
yourself and can remain in hiding.
Curse Seal, Level 1. Kidomaru enters the first state of the cursed seal.
Lethal Efficiency. When you hit a creature with a ranged attack, you can
For 1-minute Kidomaru’s dexterity is increased to 22 (+6) and Spider
spend 15 chakra. The attack automatically is treated as a critical hit.
Art: Terrible Split deals an additional 2d10 damage.
When you score a critical in this way, you do not double the damage
die, instead you triple your damage modifiers or bonus damage. Curse Seal, Level 2. Kidomaru enters the next level of his curse seal.
For a 5 rounds, Kidomaru’s dexterity is increased to 26 (+8) and
Third Eye. You gain a +5 to passive perception and perception checks
Spider Art: Terrible Split deals an additional 1d10 and adds twice
made using sight, and can make ranged weapon attacks at double
his Dexterity modifier to the damage.
their normal range.
Attack. Kidomaru is able to makes one attack using Spider Art: Terrible
Web Weapons. Hand Scythes, Quarterstaffs, Whips, Longbows,
Split as both an Action or reaction.
Shortbow’s & bow ammunition (arrows) you wield are enhanced with
web and score a critical hit on a roll of 19-20.
Teamwork. You have advantage on attack rolls when your target is When Kidomaru would roll any Saving throw, he may roll an additional d4.
within 5 feet of an unrestrained ally. You may roll any number of d4 you have remaining. You have a total
260 number of d4 equal to your level per combat
KIMIMARO defenses than your offense. When you feel they have a
much tougher opponent result to combing your Dance of
was the sole survivor of the Kaguya clan. Upon
Clematis: Flower & Dance of Clematis: Vine to secure a
dedicating his life to Orochimaru, he became the leader
guaranteed strike. Or you can blanket the battlefield with
of the formerly-named Sound Five.
Dance of the Seedling Fern.
OFFENSIVELY
When playing as Kimimaro, his entire combat focus is to
overwhelm his opponents with martial superiority and
his unique bone-based bloodline limit mixed with his
extremely proficient skill in taijutsu and bukijutsu
allowing him to utilize a variety of simple & martial
weapons without the need to actually have the weapons
on hand to fight with, constantly switching up his
fighting style to throw his enemies off. Kimimaro should
always use taijutsu aggressively against his enemy’s
pressuring them none stop with taijutsu like Dance of
Camellia every round until they prove to have better
B-Rank, Humanoid, Sound Four, Elite, Striker, Prof + 6 Taijutsu. +12 to hit, (Taijutsu save DC 23)
Level: 10 (2000 XP)
D-Ranks (Cost 5): Dance of the Camellia, Dance of the larch, Dance of Bullet
Seedlings
Armor Class 21 (Unnatural Defense)
Hit Points 181 C-Ranks (Cost 9): Dance of the Willow, Ten-Finger Drilling Bullets
Chakra Points 123 B-Ranks (Cost 14): Dance of the Clematis: Flower, Dance of the Clematis:
Speed 45 ft. Vine
Initiative +11
A-Ranks (Cost 20): Dance of the Seedling Fern
Kimimaro can make take one Elite Action at the start of each round to
Unnatural Defense (Unique). Kimimaro’s AC is Calculated as follows 10 +
either move or take an additional Action. You can use your Elite Actions to
Half Prof + Dex + Str.
perform the following actions.
Tough. Kimimaro has advantage on Constitution saving throws and Ability
Curse Seal, Level 1. Kimimaro enters the first state of the cursed seal.
checks.
For 1-minute Kimimaro’s strength & dexterity is increased to 26 (+8).
Savage Assault. You can conjure a up to two melee weapons from your
Curse Seal, Level 2. Kimimaro enters the next level of his curse seal.
body and gain proficiency with that weapon. As a Bonus action, you
For a 5 rounds, Kimimaro strength & dexterity is increased to 28 (+9)
can switch one of weapons for another.
Attack. Kimimaro is able to makes one attack using Dance of Camellia or
Revenge. Kimimaro deals 10 additional damage against anyone that
Dance of Bullet Seedlings.
has dealt damage to him within the last round.
Move. Kimimaro can move up to his speed without provoking opportunity
Press the attack. You have advantage on attack rolls against bloodied
attacks
targets.
Defend. Kimimaro can use a legendary action to take additional reactions
Backstab. If you have advantage on your attack, add 10 extra damage to
up to 1 reaction per triggering creatures turn.
the triggering attack.
Martial Advantage. Once per turn you may deal 10 extra damage when
you hit a target within 5ft of your allies. When Kimimaro would roll any Saving throw, he may roll an additional d4.
Blood fury. When your hit points fall below 50% (90 hp): -2 AC & +4 to You may roll any number of d4 you have remaining. You have a total
attack and damage rolls. number of d4 equal to your level per combat
Savage Battle Instincts. As a bonus action, roll 2d4. Add the result to
your AC until the beginning of your next turn.
Shikotsumayaku Stance. You can use Dexterity for attack and damage
rolls and save DC’s of Kaguya clan jutsu. Additionally, add your
Dexterity to all damage rolls using your Kaguya Clan Jutsu.
261
KISAME HOSHIGAKI (PART 1)
Kisame, feared as the Monster of the Hidden Mist was a
shinobi of the mist village Hoshigaki Clan. After joining
the Seven Ninja Swordsmen of the Mist, he became a S-
rank missing-nin and was partnered with Itachi Uchiha
when the latter joined Akatsuki.
OFFENSIVELY
Kisame is a powerhouse well known for his immense
chakra reserves and extreme stamina and he is more
than willing to use this to his advantage along with his
massive great sword Samehada, also known as
Sharkskin. Kisame will attack with this aggressively
targeting enemies who seem to have weaker chakra
reserves as each attack will drain chakra from the target.
If he finds himself in a situation where he is dealing with
a competent combatant, he will resort to his massive
water release jutsu that affects large areas.
DEFENSIVELY
Kisame’s defensive potential relies entirely on his raw
stamina opting to instead tough through it instead of
trying to actively defend against attacks.
262
MONKS
Monks are individuals who have practiced in one of the
many different ninja temples across the land. While
these people are not ranked under any villages formal B-Rank Humanoid, Monk, Standard, Striker, Prof + 3
system (Genin, Chunin etc.) they have ninjutsu training Level: 3 (150 XP)
superior to that of an average genin but not quite on the
same level as an experienced chunin. Armor Class 15 (Leather Armor)
Hit Points 31 (3d10+ 3)
Monks from temples would generally be brought to Chakra Points 19 (3d8 + 3)
conflict if their sacred land is being disrespected in any Speed 45 ft.
way such as threats of violence, disrespect to their faith,
or attacks on any of their monasteries or personnel. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
SCALING ENEMY
While this enemy is representative of a moderately Saving Throws Str+5, Dex +3
skilled monk their individual skill ranges between levels Skills Acrobatic +4, Athletics +6, Chakra Control +4
3-6. The below Adversary block details a base level 3 Senses passive Perception 10
Monk.
Fiery Block (Unique, Level 5). The monk adds 5 to its AC
To upscale a monk up to 6th Level, perform the against one melee attack that would hit it as a reaction. To
following steps at each level. do so, the monk must see the attacker. If the attack misses,
• Level 4+. Increase the Monks Hit & Chakra points. For the attacker takes 10 (2d6+3) fire damage
every additional level, increase their Hit points by Three-Point Strike (Unique, Level 6, Recharge 7-8). The
1d10+1 (7) and their Chakra points by 1d8+1 (6). monk makes three unarmed attacks against one target. If
• Level 4: The Monk increases his Str by +2 and Dex by three of the attacks hit, the target is stunned until the
+2. Increase all relevant skills, saves, AC, attack end of its next turn.
bonuses, damage modifiers.
• Level 4. The monk’s proficiency (Prof) bonus increases
by +1, This increases their AC, Skills, Saving Throws, Taijutsu. +6 to hit, (Taijutsu save DC 15)
Save DC’s, and to hit bonuses by +1
D-Ranks (Cost 5): Avalanche Dance, Bestial Fury Kick, Clawing
• Level 5. The Monk gains the Fiery Block Feature and
Swift Fang
the multi attack feature
• Level 6. The Monk gains the Three-point strike C-Ranks (Cost 9, 6th level): Adamantine Acala, Dragon Tail Foot
Feature & can cast C-Rank jutsu.
263
NARUTO UZUMAKI (KID)
Naruto is a shinobi of Konohagakure's Uzumaki clan. He B-Rank, Elite Striker, Iconic Uzumaki, Leaf Shinobi, Prof + 5
became the jinchūriki (Literally meaning: Host) of the Level: 8 (25 XP), Tenacity Die 4
Nine-Tails on the day of his birth — a fate that caused
him to be shunned by most of Konoha throughout his Armor Class 22 (Light Armor)
childhood. After joining team Kakashi, Naruto worked Hit Points 323
hard to gain the village's acknowledgement all the while Chakra Points 285
chasing his dream to become Hokage. Speed 50 ft.
Divide and Conquer. Each time Naruto ends his turn and he has a
clone within 15 feet of a hostile creature, they suffer a -1 penalty to
their attack rolls and AC, until the end of his next turn.
Clone Barrage. When Naruto or his clones declare an attack, increase
the damage of the attack by +1 damage die for each clone within 15ft
of the target creature.
Naruto takes one Elite Action at the end of another creatures turn,
once each round to either move, attack, cast a jutsu or can spend its
Elite Action to gain an additional reaction. He regains spent Elite
Actions at the beginning of each of its turns.
264
Creature Level: 8 Creature Level: 4
C-Rank, Toad, Neutral, Proficiency + 5 D-Rank, Toad, Neutral, Proficiency + 5
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12(+1) 14(+2) 14(+2) 16(+3) 12(+1) 10(+0) 12(+1) 12(+1) 12(+1) 14(+2) 12(+1) 10(+0)
Saving Throws Con +7, Int +8 Saving Throws Con +5, Int +7
Skills Athletics +6, Acrobatics +7, History +8 Skills Athletics +6, Acrobatics +6, History +7
Senses Keen Sight Senses Keen Sight
Attack Bonus: +8 Attack Bonus: +7
Save DC: 14 Save DC: 12
Simple Weapon Prof. Gamakichi has proficiency with a Simple Weapon Prof. Gamakichi has proficiency with a
simple melee weapons simple melee weapons
Amphibian. Gamakichi can breathe both water and air Amphibian. Gamakichi can breathe both water and air
Keen Sight. Gamakichi has advantage on perception checks Keen Sight. Gamakichi has advantage on perception checks
Multiattack. Gamakichi can make two tongue attacks or
two Kunai attacks.
Tongue. Melee Weapon Attack: +6 to hit, reach 15ft., one target.
Target creature must make a Strength saving throw being
Tongue. Melee Weapon Attack: +7 to hit, reach 15ft., one target. grappled and restrained on a failed save.
Target creature must make a Strength saving throw being Kunai. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
grappled and restrained on a failed save. Hit: 4 (1d4 + 1) Bludgeoning damage
Kunai. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Ninjutsu. +7 to hit, (Ninjutsu save DC 12)
Hit: 7 (1d4 + 2) Bludgeoning damage
D-Ranks (Cost 5): Starch Syrup Gun, Wild Bubble Wave
Ninjutsu. +8 to hit, (Ninjutsu save DC 14)
D-Ranks (Cost 5): Starch Syrup Gun, Water Formation: Puddle
C-Ranks (Cost 9): Water Bullet, Water Trumpet
265
OROCHIMARU (PART 1) extremely potent poisons. If he is confronted with a
powerful foe, he will act to summon Manda, his S-
Orochimaru, is one of the leaf villages legendary Sannin.
Ranked Summoning creature to fight alongside him.
With a life ambition to learn all of the world's secrets,
Orochimaru seeks immortality so that he might live all
of the lives necessary to accomplish his task. After being
DEFENSIVELY
Orochimaru will generally allow an opponent
caught red-handed performing unethical experiments
to strike him while
on his fellow citizens for the sake of this immortality, substituting with a Earth
Orochimaru defected from Konoha rather than be Clone, Substitution, or any
persecuted for his ambitions, and for many years sought other trickery based jutsu
the village's destruction in order to take revenge and he knows to avoid direct
demonstrate what he had learned.
damage.
USING OROCHIMARU AS AN
ADVERSARY
Orochimaru is a devastatingly cunning and effective
combatant. Orochimaru should always act as someone
who while not oppressively powerful, has options to
answer most opponents attacks against him.
OFFENSIVELY
Orochimaru will usually act to restrain a target then
attack while they are unable to defend themselves. He
has a mastery of multiple nature releases and is
completely capable of countering an opposing nature
release with its superior element. He also makes use of
S-Rank, Humanoid, Sound, Solo, Iconic, Mutant, Prof + 6 Ninjutsu. +14 to hit, (Ninjutsu save DC 23)
Level: 12 (8000 XP) D-Ranks (Cost 5): Ensnaring Strike, Oppressive Aura, Shadow Snake Bite, Sensing
Technique, Bedrock Coffin
Armor Class 24 (Studded Leather) C-Ranks (Cost 9): Darkness, Chakra Tentacles, Hiding in Shadow Technique,
Hit Points 891 Poison Weapon Technique, Sealing Art: Chakra Dispel, Sealing Art: Curse, Earth
Chakra Points 891 Clone, Great Breakthrough
Speed 50 ft.
B-Ranks (Cost 14): Curse of Prey, Death Ward, Gift of the Apex, Nondetection,
Summoning: Rashomon, Earth-Style Wall
STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 19 (+4) 23 (+6) 16 (+3) 17 (+3) A-Ranks (Cost 20): Vampiric Touch, Regenerate, Sealing Art: Wilt
S-Ranks (Cost 25): Summoning Technique (Snakes), Four Yang Formation
Saving Throws Str +10, Dex +11, Con +11, Int +7, Wis +4, Cha +4 Genjutsu. +12 to hit, (Genjutsu save DC 21)
Skills Athletics +9, Acrobatics +10, Chakra Control +11, Deception +15, Insight +9,
D-Ranks (Cost 5): Bane, Cause Fear, Ineptitude, Sealing Art: Delusions, Vipers Grip
Intimidation +10, Stealth +16
Damage Resistance Fire, Cold, bludgeoning, piercing and slashing C-Ranks (Cost 9): Pythons Glare, Chakra Shatter, Enthrall, Suggestion
Damage Immunity Poison (Modified Biology), Necrotic (Modified Biology) B-Ranks (Cost 14): Effortless Paralysis, Fear, Unmistakable Fear
Condition Immunity Dazed, Exhaustion, Frightened, Weakened, Paralyzed, A-Ranks (Cost 20): Bringer of Darkness, Die
Poisoned (Modified Biology/Physique)
Taijutsu. +13 to hit, (Taijutsu save DC 22)
Senses passive perception 18, Dark vision 60ft, Tremorsense 30ft
D-Ranks (Cost 5): 1-Strike Slash, 2-Cross Slash, Weapon Deflect
Iconic Resistance. Orochimaru is resistant to all damage he takes each turn unless C-Ranks (Cost 9): Afterglow, Crescent Moon Beheading
the total damage he takes in a single turn is at least 36 damage.
Iconic Determination. Orochimaru has 2 additional uses of Legendary Resistance.
Multiattack. Orochimaru can make 3 attacks with Grass Cutter.
Potent Casting. Three times per combat Orochimaru can maximize the damage of
one jutsu he casts. Grass Cutter. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13
(1d10 + 8) Slashing damage. This Katana scores a critical hit on a roll of 18- 20
Aura: Disruptive. All enemies within 10ft of you have disadvantage on saving
throws.
Unkillable Sanin. If damage reduces you to 0 hit points, make a constitution Orochimaru can make 3 Legendary actions, choosing from the options below.
saving throw with a DC of 5 + Half the damage taken. On a success you drop Only one legendary action can be used at a time and only at the end of another
to 1 hit point instead. creatures turn. Orochimaru regains spent legendary actions at the start of his
Blood of Thousands. Orochimaru has some of the most powerful DNA in his turn.
body, granting him inhumane regeneration. He regains 45 Hit points at the Attack. Orochimaru can move up to his current speed and can cast a Jutsu of
start of each round, the first time he falls to 50% Hit points. This regeneration C-Rank or Lower or attack 3 times with Grass Cutter.
lasts for 1 minutes, after which it ends.
Defend. Orochimaru can move up to his current speed and raises his guard,
Modified Biology. (See Resistances and Immunities) increasing his AC by 1d6 until the end of the next turn.
Modified Physique. (See Resistances and Immunities).
Saving Throws Dex +12, Cha +12 Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8
Skills Athletics +9, Perception +6, Stealth +11 + 5) Slashing + 11 (3d6) Poison Damage.
Senses Darkvision 60ft, Keen Smell
Attack Bonus: +13
Save DC: 23
Devils Glare. When you would make a bite attack, you may instead glare at
a creature that you can see within 60 feet of you. That creature makes a
Charisma saving throw. On a failed save they are Paralyzed until the end
of their next turn. A creature Paralyzed this way becomes immune to this
feature for 24 hours..
267
SAKON & UKON DEFENSIVELY
When playing Sakon & Ukon defensively they are very
Sakon and his older brother Ukon were twin brothers
competent martial fighting wanting to keep close and
from the sound village and the apparent leader(s) of the
disallow their enemy from breaking conflict to regroup.
Sound Four.
Sakon should always opt to utilize their defensive jutsu
USING SAKON & UKON AS AN to keep themselves from sustaining more damage than
ADVERSARY
they need to otherwise.
OFFENSIVELY
When playing with Sakon & Ukon they usually remain
fused together until they absolutely have to separate.
They excel in physical combat shown by their need to use
extremely flashy attacks to prove their dominance. If
forced into a conflict he wasn’t prepared for, they will
infect their enemy with their Parasitic Cell Invasion attack
breaking down their opponent from the inside.
C-Rank Humanoid, Sound Four, Elite, Striker, Prof + 5 Taijutsu. +10 to hit, (Taijutsu save DC 18)
Level: 9 (2000 XP) D-Ranks (Cost 5): Brace, Exorcism, High Monk, Iron Strike, Praying Strike
C-Ranks (Cost 9): Early Sacrifice, Erupting Falling Stomp, Fist Slam,
Armor Class 18 (Unarmored) Intersection Counter
Hit Points 291
B-Ranks (Cost 14): Machine Gun Punch
Chakra Points 210
Speed 45 ft.
When Sakon & Ukon would roll any Saving throw or ability check, he may
roll an additional d4. You may roll any number of d4 you have remaining.
You have a total number of d4 equal to your level per combat
268
SAKURA HARUNO (KID) C-Rank, Humanoid, Shinobi, Elite, Iconic/Controller, Prof + 5
Sakura is a kunoichi of Konohagakure. When Level: 8 (800 XP)
assigned to Team 7, Sakura quickly finds herself ill-
prepared for the duties of a shinobi. However, after Armor Class 16 (Studded Leather + Iron Fist)
training under the Sannin Tsunade, she overcomes Hit Points 114
this. Kid Sakura has learned how to maximize her Chakra Points 114
lower-than-average statistics to maximize her Speed 30 ft.
combat potential. This Sakura is based on Kid
Sakura’s showings from both the Anime, Manga and STR DEX CON INT WIS CHA
all of her Movie showings with her as a kid. 14 (+2) 13 (+1) 10 (+0) 16 (+3) 17 (+3) 12 (+1)
USING SAKURA (KID) AS AN Saving Throws Dex +8, Int +7, Cha +7
ADVERSARY Skills Acrobatics +6, Chakra Control +10, Illusions +8, History +8, Insight +8,
Investigation +8, Perception +8, Stealth +6
Sakura is not a strong combatant and instead better Senses passive Perception 18
suited to support her allies from the background with
weapon technique, ninja tools, and enhancing her Iconic Presence. Sakura is immune to Charisma based checks and effects.
allies combat tactics. If she has to engage in single Additionally, she cannot be charmed or controlled by other creatures.
combat, she exerts bursts of speed in strength that
Traps. Sakura can set traps. She has access to the following three traps; Snaring
doesn’t last long but is extremely potent regardless.
Trap (Intelligence Operative), Kunai Trap (Intelligence Operative), and Net Trap
When playing with Sakura offensively she has few Never Abandon a Friend. When an ally you can see falls to 0 hit points, on your
options outside of exerting her chakra enhanced turn, you can spend an action to move up to 5 feet from your ally, and restore
strength. She does not have many direct combat hit points to them equal to 5 times your proficiency bonus. You can do this
abilities or jutsu, she is better suited to control and once per ally, per combat.
misdirection, but she can leave a bruise or take down Slug Fist (Unique). Sakura’s unarmed Damage die is 1d8, she has a +1 bonus to
an enemy with a well-timed Fist Slam to try to take her AC, and When she casts Fist Slam, her target does not need to be prone.
them down.
Sakura can make take one Elite Action at the start of each round to either move or take
an additional Action. You can use your Elite Actions to perform the following actions.
Attack. Sakura is able to makes one attack using her Unarmed Strike, Shuriken, or
she can get an additional attempt to recharge Explosive Kunai.
Defend. Sakura can use an Elite action to take additional reactions up to 1 reaction per
triggering creatures turn.
269
SASUKE UCHIHA (KID) B-Rank, Elite Generalist, Iconic Uchiha, Leaf Shinobi, Prof + 5
Sasuke is one of the last surviving members of
Level: 8 (25 XP), Tenacity Die 4
Konohagakure's Uchiha clan. After his older brother,
Itachi, slaughtered their clan, Sasuke made it his
Armor Class 23 (Light Armor)
mission in life to avenge them by killing Itachi. He is
Hit Points 222
added to Team 7 upon becoming a ninja and, through
Chakra Points 222
competition with his rival and best friend, Naruto
Speed 50 ft, Initiative +7
Uzumaki, Sasuke starts developing his skills.
Multiattack. Sasuke can make 3 attacks using any of its listed attack
options.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 1d6 + 3 Bludgeoning damage.
Fuma Shuriken. Ranged Weapon Attack: +9 to hit, reach 50/100 ft.
one target. Hit: 1d8 + 3 Slashing damage.
Sasuke takes one Elite Action at the end of another creatures turn,
once each round to either move, attack, cast a jutsu or can spend its
Elite Action to gain an additional reaction. He regains spent Elite
Actions at the beginning of each of its turns.
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TAYUYA
Tayuya was a kunoichi of the Sound village and a
member of the Sound Four. Originally prisoners of
Orochimaru, forced to fight other prisoners to the death
in battle royales. By surviving her respective matches,
she proved herself to be one of the strongest of
Orochimaru's prisoners and as such was made his
bodyguard.
OFFENSIVELY
When playing with Tayuya you should bombard your
enemy with genjutsu designed to incapacitate them,
while subsequently attacking them mentally with your
sound based Genjutsu to kill them through mental
trauma.
DEFENSIVELY
When playing Tayuya, always have the Dark phantasms
from the Dance Macabre Genjutsu to protect you. While
not a slouch in unarmed combat, don’t overestimate
your physical combat potential compared to your allies.
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ZABUZA DEFENSIVELY
Zabuza is an extremely strong combatant in martial
Zabuza Momochi, given the moniker Demon of the Hidden
combat able to match the likes of Kakashi for a time.
Mist, was a missing-nin from the mist village’s Seven
Zabuza would sooner remove himself from an unfavorable
Ninja Swordsmen of the Mist.
conflict than continue to engage in such a contest
OFFENSIVELY
Zabuza is a Shinobi to his core. He fights from the shadows
and uses stealth as his primary form of attack. Zabuza
begins encounters using Hidden mist, with Silent Killing as
his primary combination of jutsu which is an extremely
effective combination of jutsu. If pushed Zabuza is an
extremely proficient fighter with his greatsword.
A-Rank, Humanoid, Rogue, Solo, Striker, Prof + 6 Ninjutsu. +10 to hit, (Ninjutsu save DC 19)
Level: 10 (5000 XP) D-Ranks (Cost 5): Hidden Mist, Water Shield, Sensing Technique
C-Ranks (Cost 9): Drowning Bubble, Hiding in Mist, Water Clone, Wall of
Armor Class 18 (Studded Leather) Water, Water Prison
Hit Points 386
B-Ranks (Cost 14): Water Fang
Chakra Points 246
Speed 45 ft. A-Ranks (Cost 20): Water Dragon
Taijutsu. +12 to hit, (Taijutsu save DC 21)
STR DEX CON INT WIS CHA
D-Ranks (Cost 5): 2-Cross Slash
19 (+4) 16(+3) 18 (+4) 14 (+2) 11 (+0) 15 (+2)
C-Ranks (Cost 9): Falling Blade, Crescent Moon Beheading
Saving Throws Str +11, Dex +10, Con +11, Cha +8 B-Ranks (Cost 14): Combo Vault, Silent Killing
Skills Athletics +10, Ninshou +8, Perception +6, Stealth +15 A-Ranks (Cost 20): Chasing Fang
Damage Resistances Cold, Slashing, Piercing
Senses passive perception 16
Multiattack. Zabuza can make 2 Seversword attacks
Great Weapon Master. Zabuza rerolls all 1’s and 2’s for his Server Swords
Seversword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:
damage rolls. Also, he can choose to reduce his attack roll result by 6. If
12 (2d6 + 4) Slashing damage.
he does, on a hit, he adds 20 to the damage dealt.
Savage Assault. Once per turn, add 10 extra damage to an attack.
Demon of the Mist (Unique). When initiative is rolled, all hostile Zabuza can make 3 Legendary actions, choosing from the options below.
creatures level 10 or lower must succeed a DC 19 Charisma saving Only one legendary action can be used at a time and only at the end of
throw. On a failed save creatures gain 2 ranks of fear against you for other creatures turn. Zabuza regains spent legendary actions at the start of
the next minute. Zabuza has advantage on attack rolls against his turn.
creatures who have ranks of fear as a result of this trait. Move. Zabuza can move up to his speed without provoking
Devils Fury (Unique). When Zabuza has 193 or less hit points, his AC is opportunity attacks.
reduced by 3, but his Attack rolls are increased by 2, and he increases Attack. Zabuza makes one attack using a Ninjutsu of C-Rank or Lower or
his damage dice by 2. make one Seversword attack.
Demons Persistence (Unique). When Zabuza hit points reach 0 or less, Defend. Zabuza can use a legendary action to take additional reactions
he instead falls to 1 hit points. This feature activates a number of up to 1 reaction per triggering creatures turn.
times equal to the number of enemies he is facing that he can see.
When Zabuza would roll any Saving throw, ability check or attack roll they
may roll an additional d6. You may roll any number of d6 you have
remaining. You have a total number of d6 equal to your level per combat.
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LEGENDARY & ICONIC ADVERSARIES
LEGENDARY & ICONIC: THEMES Artist Credit: [Link]
Adversaries within this category are truly iconic. These
are Adversaries whom have made their impact within
their given villages, lands, countries, worlds or even
universe. These Adversaries are almost entirely custom
characters given life here in the Adversary builder.
Characters whose narratives have either ended or have
reached its own conclusion in its own way.
HIMIKO UCHIHA
The heiress of the Uchiha Clan in another world during an Era
of Change. A headstrong but uniquely intelligent and highly
skilled Medical shinobi. Himiko dealt with a host of dastardly
foes all her own, resulting in a confrontation with Kazuya
Uchiha, the opportunistic yet unloyal member of the clan
who would use his Mangekyō Sharingan in a bid to kill
Himiko to raise to the station of Head of the Clan.
While Himiko’s trials and achievements are many her
greatest achievement would be helping to ride the land
of Fires Corrupted leadership, ushering in its own Era of
Change.
Touch of Terror. By spending 1 Tenacity die when Himiko would deal Acid or
Poison damage, she inflicts 1 rank of corroded and envenomed to the
S-Rank, Elite, Iconic Caster, Uchiha, Morue-Te, Prof +8 damaged creature(s).
Level: 18 (50 XP), Tenacity Die: 9
Armor Class 26 (Chakra Armor Armor), DR: 10 (Chunin Armor) Ninjutsu. +16 to hit, (Ninjutsu save DC 23)
Hit Points 716 D-Ranks (Cost 5): Healing Hands, Absorb Heat, Uchiha Ember Bullet, Venom Shock
Chakra Points 1073 C-Ranks (Cost 9): Restorative, Aura of Life, Spore Caller, Poison Mist
Speed 50 ft, Initiative +10 B-Ranks (Cost 14): Reconstructive Hand, Kagura’s Mind Eye, Death Ward, Body
Pathway Derangement, Vitriolic Sphere
STR DEX CON INT WIS CHA A-Ranks (Cost 20): Healing Wave, Corrosive Plume
15 (+2) 19 (+4) 21 (+5) 23 (+6) 23 (+6) 14 (+2) S-Ranks (Cost 25): Supreme Poison Deity
Genjutsu. +16 to hit, (Genjutsu save DC 23)
Saving Throws Str +10, Dex +9, Con +14, Int +11, Wis +15, Cha +11 E-Ranks (Cost 2): Feather Burst (4d8)
Skills Chakra Control +15, Illusions +16, Insight +16, History +16, Medicine +24, D-Ranks (Cost 5): Genjutsu: Sharingan!, Sealing Art: Delusions
Ninshou +16, Perception +16, Persuasion +12, Stealth +14 C-Ranks (Cost 9): Hypnotic Patterns, Flower Petal Escape, Chakra Shatter
Damage Immunity: Poison B-Ranks (Cost 14): Invisibility, Bless
Damage Resistance: Acid, Fire A-Ranks (Cost 20): Will Breaker
Condition Immunity: Corroded S-Ranks (Cost 25): Lions Presence
Condition Resistance: Slowed
Condition Vulnerability: Dazed
Senses passive Perception 24 Multiattack. Himiko attacks twice with Her Chakra Scalpel
Chakra Scalpel. Melee Ninjutsu Attack: +16 to hit, reach 5ft., one target. Hit. 5d4
Sharingan Avoidance (Clan, Unique). As a Reaction, Himiko can spend 1 Tenacity +10 Poison damage. Each time Himiko scores a hit with Chakra Scalpel, the
die adding twice the result to her AC and any Dexterity saving throw, Ability or Skill target must make a constitution saving throw vs her Ninjutsu save DC. On a
check. She can only use this trait three times per combat. failure, they gain 1 rank of envenomed and corroded. Each time Himiko scores
Illusionary Redirect (Clan, Unique). Himiko has advantage on saving throws to a hit against the same creature, they suffer a -1 penalty to their next save vs
resist Genjutsu. On a successful save against a Genjutsu Himiko can select one Chakra Scalpel.
hostile creature and force the creature to make a saving throw against the
Genjutsu she just made a save against, using her Genjutsu Save DC.
Black Medicine (Role, Unique). Himiko rerolls 1’s and 2’s for all acid and poison Himiko can take one Elite Action at the end or beginning of another creatures
damage she deals, additionally when a creature would gain a rank of envenomed turn or she can spend her Elite Action to gain an additional reaction. She regains
or corroded as a result of a Jutsu Himiko cast, they gain +1 additional ranks. spent Elite Actions at the beginning of each of her turns.
Attack. Himiko makes 3 attacks with her Chakra Scalpel or Casts a Jutsu of A-
Rank or lower.
Sharingan. Himiko has 60ft of chakra sight, can copy 1 jutsu she can see cast without
the Hijutsu keyword as a reaction, adds +1d4 to saving throws vs Genjutsu and Child of Venom. By spending 3 tenacity die, Himiko can putrefy her next Ninjutsu
Genjutsu she casts with the Visual keyword increases its Save DC by +1. cast. She adds the spent die to the damage roll, and if two or more creatures
would fail their saving throw against the jutsu, or the jutsu’s attack beats the
Katsumuri’s Apprentice. By spending 1 Tenacity die, Himiko can end 1 Physical
targets AC by 5 or more, affected creatures gain 2 ranks of envenomed and
condition she currently has. Additionally, she has a +2 bonus to all Ability and skill
corroded and if a target has 5 ranks of either condition they become Paralyzed
checks as a result of her training with the Slug Tribe.
until the end of their next turn.
274 Move. Himiko can move her full movement.
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