Kokuō (5e Creature)
From D&D Wiki
Gargantuan humanoid (Beast), chaotic neutral
Saving Throws Dex +10, Wis +7
Chakra. Kokuō has 89 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Discernment. When Kokuō is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Kokuō can take the dodge and disengage actions as a bonus action, and can move along vertical surfaces.
Tailed Beasts. Kokuō 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. Kokuō can not take the dash action.
Multiattack. Kokuō can make 3 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (5d4 + 4) bludgeoning damage.
Hidden Chakra. As a bonus action, Kokuō regains 18 chakra points.
Chakra Transfer (1+ Chakra). Kokuō 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 17 Strength saving throw or take 7 (1d8 + 3) force damage and be pushed to the edge of this jutsu’s range. Kokuō 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. Kokuō 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 Kokuō must succeed a DC 17 Dexterity saving throw. On a failure, they take 58 (10d10 + 3) 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.
Unrivaled Strength (4 Chakra). As a bonus action, Kokuō heats his chakra to the boiling point. He must spend at least 3 chakra at the beginning of each consecutive turn to maintain the following benefits, gaining a second stack of them for every 3 additional chakra spent:
Horn Breaking (5 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 4) bludgeoning damage. Kokuō can make 2 of these attacks with advantage when he uses this jutsu, and can move up to 15 feet toward his target as part of this action.
Transformation (1 Chakra). Kokuō 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 17 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). Kokuō's movement speed doubles, and his movement does not provoke attacks of opportunity.
Substitution (2+ Chakra). When Kokuō 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. Kokuō can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
A quiet and reserved individual, Kokuō rarely speaks. Despite this, it still maintains its pride as a Tailed Beast, becoming enraged upon realizing its manipulation in a long-finished war. Since then, it has remained hidden in wooded areas in order to refrain from violence.