Gari (5e Creature)

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Medium humanoid (Human), lawful neutral

Armor Class 16 (Natural Armor)
Hit Points 149 (23d8 + 46)
Speed 40 ft.

14 (+2) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 11 (+0)

Saving Throws Dexterity +8, Wisdom +6
Skills Perception +9
Senses passive Perception 19
Languages Common
Challenge 9 (5,000 XP)

Chakra. Gari has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.


Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Explosive Punch (2 Chakra). As a bonus action after a successful unarmed strike, Gari creates an explosion at the front of his fist, making the attack deal an additional 7 (1d12) fire damage.

Feign Explosion (5 Chakra). As a bonus action after an unarmed strike, Gari creates a 15 ft. radius cloud that heavily obscures the area.

Unbalancing Explosion (14 Chakra). Each creature in a 30 ft. radius must make a DC 16 Constitution saving throw or be knocked prone and take 9 (2d4 + 4) bludgeoning damage.

Internal Explosion (20 Chakra). One creature within 5 ft. must succeed a DC 16 Constitution saving throw or take 29 (5d10) fire damage and 15 (2d10 + 4) thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.

Gari atop an explosion, Source [[1]].

Originally a member of the Village Hidden in the Stones's Explosion Corps, Gari manifested his Explosion Style kekkei genkai in the most typical way, enabling him to create shockwaves with the thrust of his fists. Despite his calm and level-headed demeanor, he takes great pride in his capabilities as a combatant. That being said, he is best known by those under his command as captain of the Explosion Corps as "crusty" and difficult to get along with.

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