Gyūki (5e Creature)

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Gyuki

Gargantuan humanoid (Beast), chaotic neutral


Armor Class 19 (Natural Armor)
Hit Points 209 (22d8 + 110)
Speed 80 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 20 (+5) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Con +11, Cha +6
Skills Acrobatics +9, Arcana +10, Athletics +8, History +10, Perception +7, Persuasion +6
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)


Chakra. Gyuki has 103 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Gyuki 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. Gyuki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Tailed Beasts. Gyuki 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.

ACTIONS

Multiattack. Gyuki can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (5d4 + 3) bludgeoning damage.

Hidden Chakra. As a bonus action, Gyuki regains 20 chakra points.

Chakra Transfer (1+ Chakra). Gyuki 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 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. Gyuki 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. Gyuki 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 Gyuki must succeed a DC 18 Dexterity saving throw. On a failure, they take 59 (10d10 + 4) 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.

Tailed Beast Eight Twists (7 Chakra). Gyuki makes an attack against every creature within 10 ft.

Shadow Clone (4+ Chakra/Clone). Gyuki creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Gyuki dismisses them at will, or Gyuki falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Gyuki when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow 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 your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Sealing Technique: Octopus Hold (1 Chakra). When Gyuki creates a shadow clone, he may imbue it with Gyūki’s ink. When it is destroyed by any means other than being dispelled, the closest creature to the clone must attempt a DC 18 Strength saving throw. On a failure, they are restrained. They may retry this saving throw at the end of each of their turns, ending this effect on a success. This also causes you to not regain the base chakra spent to create the clone.

Transformation (1 Chakra). Gyuki 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). Gyuki's movement speed doubles, and his movement does not provoke attacks of opportunity.

REACTIONS

Substitution (2+ Chakra). When Gyuki 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. Gyuki can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Gyuki.png
Gyūki, the Eight-Tailed Oni-Ushi.

Gyūki is characterised as a tough and serious individual. Though it speaking in a rude dialect, it generally acts benevolently. Despite having the second most tails, it shares in the other Tailed Beasts’ distaste for Kurama’s assertion that the number of a beast’s tails is equal to their strength. He is best known through his jinchuriki, Killer B.



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