Kurama (5e Creature)
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Kurama, The Nine-Tailed Fox
Gargantuan beast, chaotic neutral
Saving Throws Str +16, Con +14, Cha +16
Legendary Resistance (3/Day). If Kurama fails a saving throw, he can choose to succeed instead.
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.
Chakra. Kurama has 160 chakra points which it can expend. Kurama regains 16 chakra points at the end of each of its turns.
Multiattack. Kurama can make seven attacks: one with its bite, two with its claws, and 4 with his tail.
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: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack:+ 19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 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.
Tailed Beast Bomb (20 Chakra) 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 69 (10d10 + 10) force damage.
Genjutsu Release (3 Chakra). Kurama ends the effects of genjutsu on one creature within its reach.
Chakra Transfer. One creature Kurama touches regains any number of hit points, and Kurama loses an equal number.
Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Kurama 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. Kurama 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.
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 regains 16 Chakra.
Kurama is the strongest of the Tailed Beasts, save for the Ten-Tails. Cynical and shrewd, it generally hates humanity for centuries of attempts to contain him to be used as a living weapon. Its has the ability to sense emotions.