Kazan

## Omo Kazan Wareta Garasu

The Yōgankage and founder of Haigakure and Maguma no Kuni, **Omo** **Kazan Wareta Garasu** is a wise warrior who manipulates his Chakra into powerful flame attacks. He is a Hi no Ko Ganjōna originally from the Black Hills.

Kazan founded Haigakure when his people as well as countless others were forced to flee their homes and settle new lands.

https://www.dndbeyond.com/monsters/817427-kazan

## Abilities

**Saving Throws:** STR +5, DEX +8, CON +7, WIS +7

**Skills:** Acrobatics +8, Athletics +12, Insight +7, Investigation +5, Perception +7, Stealth +12, Survival +7

**Damage Resistances:** Fire

**Senses:** Blindsight 5 ft, Darkvision 60 ft., Passive Perception 10

## Features

***Chakra-Infused Weapons.*** Kazan channels a small amount of Chakra into his strikes. His weapons count as magical for the purpose of overcoming resistances.

***Evasion.***When being attacked by an area effect that lets him to make a Dexterity saving throw to take only half damage, such as fireball, Kazan instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

***Explosive Seal.*** Kazan can spend 1 minute to draw an explosive seal on a chosen surface then infuse it with Chakra. The seal explodes after 1 hour of being placed, unless triggered by Kazan as a bonus action. The seal can also be given a vague condition (such as being touched) after which it will explode.
     Kazan can choose to spend additional Chakra to increase the effects of Explosive Seal. For every two additional Chakra spent the casting time is increased by 12 seconds, the range is increased by 5 ft, the duration increases by 20 minutes, and the damage increases by an additional 1d6.
     Any creature within range must pass a Dexterity saving throw and take 2d6 fire damage plus 1d6 for every 2 Chakra spent to a maximum of an additional 4d6 and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.

***Laidō.*** Kazan studied in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On his first turn, or if he did not deal damage on his previous turn, his first attack roll is made with advantage. Drawing and stowing weapons can also be done as a free action.

***Martial Arts.*** Kazan can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and simple and martial weapons. Kazan's attacks also deal 3d4 damage if they would instead deal less.

***Nindo "Crushing my enemies is all that matters".*** Killing his enemies takes precedence over all else to Kazan. If he reduces a creature to 0 hit points, he can make an additional attack as part of the same action, on a different target if they are within reach of his weapon or throwing weapon. Pulling out a throwing weapon is a free action for this feature. He has three uses of this, and regains all uses after he finishes a long rest.

***Refined Warfare.*** Once per turn, Kazan can increase his weapon’s damage die by 1 size (d4s become d6s, d6s become d8s, d8s become d10s, d10s become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for one attack.

***Chakra.*** Kazan uses Chakra in a way similar to how spellcasters use spell slots. For all purposes he his considered a 9th-level spellcaster. His Spellcasting Ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has 34 Chakra, and regains 3 Chakra at the start of each of his rounds, that he can use to cast the following spells:

* 1 Chakra: Control Flames, Create Bonfire, Fire Bolt, Light, Produce Flame
* 3 Chakra: Burning Hands
* 5 Chakra: Aganazzar's Scorcher, Continual Flame, Flame Blade, Flaming Sphere, Scorching Ray
* 8 Chakra: Fireball, Flame Arrows
* 13 Chakra: Fire Shield, Wall of Fire
* 21 Chakra: Flame Strike, Immolation
* 34 Chakra: Investiture of Flame

## Actions

***Multiattack.*** The elemental makes two melee attacks.

***Unarmed Strike.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (3d4 + 4) magical bludgeoning damage.

***Rapier.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (3d4 + 4) magical piercing damage.

***Shuriken.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) magical piercing damage.

***Shuriken.** Ranged Weapon Attack:* +8 to hit, range 20 ft./60 ft., one target. Hit: 11 (3d4 + 4) magical piercing damage.

***Ash Cloud.*** Kazan can spend 15 Chakra as an action to create a 20-foot cloud of swirling ash at a point he can see within 30 feet. All creatures in the area of effect must make a DC 15 Constitution saving throw or take 2d6 points of fire damage and suffer 1 level of exhaustion. All creatures that start their turn in the ash cloud must repeat the saving throw. At the start of Kazan's turn, he may spend 5 Chakra to maintain the ash cloud, and can move it up to 20 feet as a bonus action.

***Basic Ninjutsu Technique:*** Katan can spend 1 Chakra s a bonus action to gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. This effect lasts for 1 minute, and can be maintained for an additional 1 Chakra every minute.

***Healing Seal.*** Kazan can spend 1 Chakra as an action to draw a healing seal on a chosen surface then infuse it with his Chakra. The seal creates a healing pulse when it comes in contact with any creature of his choosing. When activated, each chosen creature within range heals for 1d6 + 1d6 for every 2 Chakra spent to a maximum of 4d6.

***Lava Bomb.*** Kazan can spend 25 Chakra as an action to create a charged blast. While charging the lava bomb, all damage Kazan takes should be noted. At the start of his turn, Kazan can choose to release the stored energy, forcing all creatures within 15 feet of Kazan to make a DC 15 Dexterity saving throw or take double the damage Kazan sustained while charging, save halves damage. At the start of his turn, Kazan can instead choose to spend an additional 5 Chakra an action to maintain the lava bomb charge for another turn.

***Magma Fists.*** Kazan can spend 15 Chakra as an action to cover his hands in magma, adding 2d6 fire damage to his unarmed strikes.

***Ninja Speed.*** Kazan can take the Dash, Disengage, or Hide action as a bonus action on his turn, and his jump distance is doubled for the turn. He can also move along vertical surfaces during his movement, and has an additional reaction each round.

***Shuriken Jutsu:*** As an action, Kazan can throw multiple simple thrown weapons. At 1 Chakra, he throw two. For every additional Chakra, he throws one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits deals its normal damage. All additional thrown attacks deal 1d4 + 1 piercing damage as their damage modifier.

***Ash Clone Jutsu.*** As an action, Kazan can create up to five clones. The clones have 5 hit points each and they have an amount of Chakra equal to 4 + how much of his own Chakra he decides to give them. The clones can take actions as normal, however they only have one attack each. Kazan controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their Chakra, Kazan dismisses them at will, or he falls unconscious. If the clone still has Chakra when it dissipates, he regains any remaining Chakra from the clone minus the 4 Chakra used to make it.

* Ash clones have no range limit as to how far away they can be.
* An ash clone has an AC of 17
* An ash clone carries a copy of all Kazan's weapons, however it does not carry the magical effects over from them beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.
* While the clone is active, Kazan is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When an ash clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his ash clone's exhaustion level (i.e. If he has an exhaustion level of 2 while his shadow clone has 5, his exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

## Reactions

Kazan has two reactions per turn, rather than one.

**Substitution Jutsu.** As a reaction, when Kazan is hit by an attack and would take damage, he can lower the damage by 1d10 + 15 and teleport up to 15 ft in any direction to an unoccupied space during which he takes the Hide action. A log or generic object is left in his place and he takes any left-over damage from that attack. He can add an additional 1d10 per Chakra spent over the initial cost.