Kunitsukami (5e Creature)

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Kurama, The Nine-Tailed Fox[edit]

Gargantuan beast, chaotic good


Armor Class 29 (Chakra armor)
Hit Points 731 (34d20 + 544)
Speed 120 ft., 180 ft. flying


STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 28 (+9) 24 (+7) 24 (+7) 28 (+9)

Saving Throws Str +16, Con +14, Cha +16
Skills Intimidation +18, Perception +14, Persuasion +18, Athletics +16
Damage Resistances Fire, Radiant
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., truesight 110 ft., passive Perception 24
Languages Common, Primordial
Challenge 30 (155,000 XP)


Legendary Resistance (3/Day). If Kurama fails a saving throw, he can choose to succeed instead.

Chakra Constitution Kurama has advantage on saving throws against spells and other magical effects. All of Kurama’s attacks are considered magical for the sake of overcoming resistances.

Numerous Appendages When grappling creatures smaller than huge, Kurama can grapple one creature with its jaws, removing its ability to use bite on any creature other than the one being grappled, 2 with its claws, disabling one claw attack per creature grappled, and 4 creatures with its tails, disabling one tail attack per creature.

Jinchuriki Regeneration. At the beginning of each of his turns, Kurama regains 18 hit points.

Jinchuriki Resistance. Kurama has advantage on Dexterity and Constitution saving throws, has a damage threshold of 30, and takes 3 less damage from all sources.

Illuminating Cloak. Kurama sheds bright light for 10 feet, and dim light for another 10 feet.

Perfect Sage. Kurama has advantage on attack rolls.

ACTIONS

Multiattack. Kurama can make seven attacks: one with its bite, two with its claws, and 4 with his tail or 2 other actions.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage and initiates a grapple contest.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 33 (4d10 + 10) slashing damage.

Tail. Melee Weapon Attack:+ 19 to hit, reach 20 ft., one target. Hit: 33 (4d10 + 10) bludgeoning damage.

Frightful Presence. Each creature of Kurama’s choice that is within 240 feet and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for the next 24 hours.

Magnet Style Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 38 (14d4 + 1) bludgeoning damage. The target must make a DC 18 Constitution saving throw, becoming restrained for 5 minutes and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw to escape being restrained.

Blue Fire Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 50 (20d4 + 1) fire damage. The target must make a DC 18 Constitution saving throw, taking 9 (2d8) fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

Deep-Sea Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 50 (20d4 + 1) cold damage. The target must make a DC 18 Constitution saving throw, becoming stunned until the beginning of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

Lava Style Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: Their maximum hit points are decreased by 50 (20d4 + 1) hit points. The target must make a DC 18 Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

Vapor Style Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 50 (20d4 + 1) fire damage. The target must make a DC 18 Constitution saving throw, taking 11 (4d4) additional damage (once per creature) from all sources for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the additional damage effect.

Bubbling Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 50 (20d4 + 1) acid damage. The target must make a DC 18 Constitution saving throw, decreasing their AC by -2 (once per creature) and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the AC decrease effect.

Insectoid Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 50 (20d4 + 1) poison damage. The target must make a DC 18 Constitution saving throw, becoming poisoned for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being poisoned.

Inky Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 44 (18d4 + 1) thunder damage. The target must make a DC 18 Constitution saving throw, becoming blinded for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being blinded.

Overwhelming Rasenshuriken (recharge 5-6). Melee Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 74 (28d4 + 1) thunder damage. The target must make a DC 18 Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

Tailed Beast Bomb (recharge 5-6) Kurama chooses a space within 120 feet and fires a 60 foot sphere of chakra centered on that point. Every creature within range must succeed a DC 23 Dexterity saving throw or take 66 (10d10 + 7) force damage.

Chakra Transfer. Kurama grants another creature 20 temporary hit points.

LEGENDARY ACTIONS

The Kurama can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kurama regains spent legendary actions at the start of its turn.

Tail Sweep. Kurama makes a tail attack

Gather Chakra. Kurama rolls to recharge Tailed Beast Bomb or gains 20 temporary hit points.

Asura_Kurama_Mode.png
The Kunitsukami wielding two rasenshuriken, Source [[1]].

In the rare case that all nine Tailed Beasts and the Sage of Six Paths himself befriend and have complete, mutual trust in a single Jinchuriki, their strength surpasses the power of any mortal. Naruto is the only Jinchuriki known to ever use this form.



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