Datara (5e Creature)
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Titanic celestial (Beast), lawful evil
Saving Throws Con +12, Cha +10
Chakra. Naruto has 104 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Brawn/Endurance. When Naruto is targeted by an area effect that lets him make a Strength or Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.
Ninja Speed. Naruto can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Tailed Beasts. Datara must spend 1 less chakra on all jutsu (included in actions), he regains 10 hit points at the start of each of his turns, he has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.
Dying Breath. At the beginning of each of Naruto's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.
Immensity. Datara can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If it moves through a creature's space, the creature must make a DC 18 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.
Legendary Resistance (4/Day). If the zombie fails a saving throw, it can choose to succeed instead.
Siege Monster. Datara deals double damage to objects and structures.
One With Everything. Datara’s chakra is identical to the ambient chakra of the world. Attempts to locate it with magic have disadvantage.
Chakra Constitution Datara has advantage on saving throws against spells and other magical effects. All of Kurama’s attacks are considered magical for the sake of overcoming resistances.
Multiattack. Naruto can make 3 unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (5d4 + 4) bludgeoning damage.
Hidden Chakra. As a bonus action, Kurama regains 25 chakra points.
Chakra Transfer (1+ Chakra). Kurama grants one creature he can touch a number of Red Chakra equal to the amount he spends.
Tailed Beast Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 6 (1d8 + 2) force damage and be pushed to the edge of this jutsu’s range. Kurama can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Kurama may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.
Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Kurama must succeed a DC 18 Dexterity saving throw. On a failure, they take 57 (10d10 + 2) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.
Ten-Tails Beam (3 Chakra). Every creature within a 60 ft. line must attempt DC 18 Dexterity saving throw, taking 17 (2d6 + 2) force damage on a failure, or half as much on a success. Kurama may use this jutsu up to 10 times on a single action.
Ten-Tails Fission (10 Chakra). The Ten-Tails creates one White Zetsu within 15 ft. of it.
Transformation (1 Chakra). Kurama becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 18 Investigation check to realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (2 Chakra). Kurama's movement speed doubles, and his movement does not provoke attacks of opportunity.
Substitution (2+ Chakra). When Kurama is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Kurama can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Datara, the original Tailed Beast, hardly resembles the princess it once was. With no ideals, no emotions, it exists solely to destroy. The only remnants of its former appearance is the all-seeing eye that covers most of its head. If given enough time to exist, it transforms into its second form.
Datara has multiple forms, each of which is gained in succession depending on how many tailed beasts it has absorbed:
In its initial form, Datara takes the form of a humanoid creature inside a large conch shell. Its movement speed is halved, but it becomes immune to being stunned.
In its second form, Datara loses the effects of its initial form, becoming a feeble humanoid crawling on all fours. It has disadvantage on saving throws to resist becoming prone.
In its complete form, its body fleshes out, losing the effects of its second form. It gains advantage on all Strength, Dexterity, and Constitution saving throws.