Hashirama, Sage Mode (5e Creature)
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Medium humanoid (Human), lawful good
Chakra. Hashirama has 80 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Endurance. When Hashirama is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Wood Style. The damage that Hashirama deals counts as magical for the sake of overcoming resistances.
Sage Art. As part of his action, Hashirama can grant himself advantage to hit, doubles his action's range, doubles his action's damage, or halves his action's cost. Doing so decreases the amount of time he can maintain this form by 1 minute.
Perfect Sage. Hashirama has advantage on attack rolls.
Multiattack. Hashirama makes 2 unarmed strikes or up to 3 Summoning Jutsu actions, and he may make a Shallow Forest Emergence action and any other action.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d4 + 1d10 + 5) bludgeoning damage.
Hashirama Regeneration (2 Chakra). Hashirama regains 8 (1d6 + 5) hit points.
Kakuan Entering Society with Bliss-Bringing Hands (10 Chakra). Hashirama contests a Constitution saving throw against a Jinchuriki's Strength saving throw, who has a bonus to their save equal to their form (+1 for Initial Release, +2 for Tailed Release, +3 for Kurama Chakra or transformed into their Tailed Beast). On a failure, they revert to their base form.
Bringer of Darkness (10 Chakra). One creature within 50 feet must succeed a DC 19 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). They may retry this saving throw at the end of each of their turns to end this effect early on a success.
Wood Dome (5 Chakra). Hashirama creates a 10 foot radius dome of wood around him. It lasts for 5 minutes or until it is destroyed. It has 100 hit points and 16 AC and counts as full cover.
Deep Forest Emergence (20 Chakra). All creatures in a 40 ft. radius must attempt a DC 19 Dexterity saving throw. On a failure, they take 32 (4d12 + 5) bludgeoning damage. On a success, they take half as much damage. The area becomes difficult terrain that Hashirama ignores.
Shallow Forest Emergence (4 Chakra). Melee Weapon Attack: +11 to hit, special, one target. Hit: 13 (3d10 + 5) bludgeoning damage. He can make this attack against any creatures within the difficult terrain created by Deep Forest Emergence.
Summoning Jutsu (20 Chakra). Hashirama summons 1 Rashōmon or Wood Human anywhere within 30 feet of him. He may have up to 3 creatures summoned at a time. Alternatively, he may summon up to 1 Shinsu Senju for 80 chakra.
True Several Thousand Hands (20 Chakra). Hashirama makes the Shinsu Senju take 1 action.
The first Hokage of the Hidden Leaf Village, Hashirama Senju and his brother Tobirama experienced the horrors of the Warring States Period first hand. A gentle soul inside a child soldier's body, he wanted nothing but to put an end to the war. As children, he and Madara Uchiha would talk by the riverside of achieving such a reality, culminating in the idea of the village system that rules over most the modern Shinobi World. Despite their wishes, their status as rival clans eventually turned them against each other until one fateful day when Madara's brother Izuna Uchiha fell to Tobirama's blade in retaliation for the slaughter of his younger brother Itama Senju. Both shinobi understood the deepest pains of war, and thus came together to form the first shinobi village. Despite wanting either Tobirama or Madara to become Hokage, he was eventually elected. He can maintain Sage Mode for 1 minute after meditating for 1 minute, after which he reverts to his base form.