Gamagoro (Shinobi World Supplement)

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Gamagoro[edit]

Gargantuan beast (Toad), chaotic neutral


Armor Class 18 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 70 ft., swim 70 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Int +8, Wis +5
Skills Acrobatics +7, Arcana +8, Athletics +6, Perception +5, Performance +4, Persuasion +4
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Gamagoro has 51 senjutsu chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Gamagoro is targeted by an area effect that lets him make a 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. Gamagoro can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Natural Sage Mode. Gamagoro's unarmed strikes deal an additional 5 (1d10) damage (included in attack), and he gains a +1 bonus to AC (included in AC).

Nature Chakra Sense. Gamagoro may take the search action as a bonus action. When Gamagoro takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Gamagoro can make 3 unarmed strikes, kodachi, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 1d10 + 3) magical bludgeoning damage.

Kodachi. Melee or Thrown Weapon Attack: +7 to hit, reach 10 ft. or range 30/70 ft., one target. Hit: 12 (1d6 + 1d10 + 3) magical slashing damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Gamagoro may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d6 + 1) piercing damage on a hit.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gamagoro may move across any liquid surface as if it were harmless solid ground for 1 minute. If Gamagoro casts this Jutsu while submerged in a liquid, he rises to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases to 110 ft., and attacks of opportunity against him have disadvantage until the end of his next turn

Toad Sword Beheading (2 Senjutsu Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 1d10 + 4) magical slashing damage. Gamagoro may fly up to 30 feet before making this attack. For every 5 feet of this movement he doesn't move, Gamagoro deals an additional 1 damage.

Fighting Tongue Bind (8 Chakra). Gamagoro's unarmed strike reach is increased by 15 ft., he may sense any invisible creatures within this reach so long as they produce a smell, and he can not breath until this jutsu ends. This jutsu ends if he becomes unconscious or ends this as a bonus action.

Whip of Love (2 Chakra). When Gamagoro hits a creature with an unarmed strike while Fighting Tongue Bind is active, the target must attempt a DC 16 Dexterity saving throw. On a failure, they take 6 (1d4 + 4) magical bludgeoning damage, are knocked prone, and are moved 10 feet in a direction of Gamagoro's choice. On a success, they take half as much damage.

Sage Art: Goemon (10 Senjutsu Chakra). A 60 foot line is covered in one of the following:

  • Oil: until the end of Gamagoro's next turn, the next source of fire damage to enter the targeted area has its range doubled and targets this jutsu's range as well.
  • Wind: until the end of Gamagoro's next turn, the next source of fire damage to enter the targeted area has its damage doubled and target's this jutsu's range as well.
  • Fire: all creatures within this line must make a DC 16 Dexterity saving throw. On a failure, they take 13 (2d8 + 4) fire damage. On a success, they take half as much damage.

Sage Art. As part of another jutsu, Gamagoro either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, granting a creature disadvantage against any 1 saving throw it incurs, or granting himself advantage on any 1 saving throw it incurs.

REACTIONS

Substitution (2+ Chakra). When Gamagoro is hit by an attack and would take damage, he decreases the damage by 18 (1d10 + 13) 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. Gamagoro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Gamagoro.png
[Source]

One of the youngest among the Great Toads of Mount Myoboku in the New Era, Gamagoro is Konohamaru's personal summon. Being amicable and respectful, and significantly weaker than most Leaf Village shinobi in the New Era, Konohamaru views him as more of a friend and fellow teacher than a combat-ready ally.


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