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SEISHUKU UCHIHA

With the Oriental Adventure conversions complete back to my actual campaign which involves a tournament to win the Mortal Blade.  To make sense of these entries you will need to look at the adventure flowchart which gives context and explains my changes but it’s essentially a conversion of the Ruby Phoenix Tournament but with a lot more anime/manga tropes pertinent to a “Tournament Arc“.

The semi-finals was a fight against a “true ninja”. Not a straight conversion of the module ninja but my own creation based on Madara. Harder than the final fight and almost as tough as the magic girl fight but this one was a lot of damage on both sides – and a lot of flipping and dodging and misdirection. I will be reusing this “build” when the PCs face the Tengu Ninja in The Empty Throne.

Happy how he turned out.


SEISHUKU UCHIHA

Medium humanoid (human), neutral

Armor Class 20 (uchiha clan shinobi shozoku, gunbai)

Hit Points 123 (19d8 + 38)

Speed 80 ft.

STR

DEX

CON

INT

WIS

CHA

17 (+3)

20 (+5)

14 (+2)

14 (+2)

12 (+1)

10 (+0)

Saving Throws Dex +9, Str/Con +5

Skills Acrobatics +9, Deception +4, Insight +5, Perception +5, Stealth +9

Damage Resistances poison

Senses truesight, passive Perception 15

Languages Common

Challenge 10

Cunning Action. Seishuku can Dash, Disengage, or Hide as a bonus action.

Evasion. If Seishuku is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Fire Paper. Whenever someone makes an attack of opportunity against Seishuku he can apply fire paper to the attacker. The fire paper detonates at the end of Seishuku’s movement for 14 (4d6) fire damage.

Grace. Seishuku cannot suffer from disadvantage when attacking with his gunbai.

Guerrilla. When Seishuku makes an attack while hidden, he does not reveal himself and can remain in hiding.

Hashirama’s Face. Seishuku regains 20 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.

Hide in Plain Sight. Seishuku can attempt to hide when behind even light cover.

Master Ninja. When Seishuku is hidden, enemies cannot spot him with passive Perception, and they have disadvantage when making active checks to find him.

Rinnegan. In addition to granting truesight, the rinnegan allows Seishuku to see into the future giving him advantage on attack rolls and Dexterity saving throws.

Sharingan. When a creature that can see Seishuku‘s eyes starts its turn within 30 feet of him, Seishuku can force him to make a DC 14 Constitution saving throw if Seishuku isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly paralysed. Otherwise, a creature that fails the save begins to lose bodily control and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming paralysed on a failure or ending the effect on a success. The creature can repeat the saving throw at the end of its round to break the paralysis. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Seishuku until the start of its next turn, when it can avert its eyes again. If the creature looks at Seishuku in the meantime, it must immediately make the save.

Sneak Attack. Once per turn, Seishuku deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Seishuku that isn’t incapacitated and Seishuku doesn’t have disadvantage on the attack roll. He may also sneak attack any creature who goes after him in initiative order.

Solo Elite. When Seishuku is bloodied he may remove all on-going conditions on himself.

Ninjutsu. Seishuku has 4 ki points that he can use to activate the below ninja techniques as a reaction or bonus action. He regains a ki point when he scores a critical hit – but never more than 4 at any one time – or after a long rest.

  • Wood Release: Clone Technique. He creates shadowy duplicates that hide his location (as mirror image).
  • Vanishing Trick. He becomes invisible (as invisibility).
  • One Mind. He may use a ki point to gain an extra reaction.
  • Fire Paper. Apply fire paper to an adjacent target.

Actions

Multiattack. Seishuku makes two gunbai attacks. He may forgo an attack to instead use the gunbai to cast gust of wind.

+1 Dai-Gunbai. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 14 (2d10 + 4) bludgeoning if used to attack an enemy that is more than 5 ft away, plus 18 (4d8) acid damage. This attack is magical and scores a critical hit on a 19 or 20.

Poisoned Shuriken. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a DC 15 Constitution saving throw, taking 12 (4d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by more than 5 is stunned until the end of Seishuku’s next turn.

Fire Release (1/Day). Seishuku exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d6) fire damage on a failed save, or half as much damage on a successful one.

REACTIONS

Deflect Missile. In response to being hit by a ranged weapon attack, Seishuku deflects the missile. The damage he takes from the attack is reduced by 1d10 + 7. If the damage is reduced to 0, he catches the missile if it’s small enough to hold in one hand and he has a hand free. If it is a thrown weapon, he throws it back at the attacker.

Gunbai. The oversized gunbai (military fan) can be used in the following ways:

  • Redirect. When an attack misses Seishuku he may use his gunbai to redirect the attack to another creature within range. The target uses the same attack roll and if that roll hits the new target, he rolls damage normally. He may use this ability on any attack that uses an attack roll (spells, melee, range etc.).
  • Parry. Seishuku adds 2 to his AC against one melee attack that would hit him. To do so, the knight must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

Seishuku can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  • Gunbai. Seishuku uses is gunbai to attack.
  • Floating Passage (1/Day). Seishuku leaps in the air and throws poisoned shuriken at all targets within a 15-foot cone. Make one attack roll against all targets in range. This attack has advantage as he will have the high ground.
  • Bakudan (1/Day). Seishuku throws an eggshell grenade that detonates in a 20-foot sphere. Each living creature in that sphere must succeed on a DC 15 Constitution saving throw or take 7 (2d6) fire damage and become confused (as the spell), or half damage on a success and are confused until the end of their next round. Seishuku is immune to this effect.

Banner Credit: “Madara Uchiha”  from unknown.

 

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures, The Divine Heir and the Jade Regent, The Ruby Phoenix Tournament

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