Reibi (5e Creature)
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Gargantuan humanoid (Beast), chaotic neutral
Saving Throws Dex +7, Cha +4
Chakra. Reibi has 42 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Endurance. When Reibi 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. Reibi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Tailed Beasts. Reibi 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.
Negative Emotion Absorption. While there is a creature with the frightened condition within 45 feet of Reibi, he regains 1 chakra point at the beginning of each of his turns. This can happen multiple times on a single turn with multiple frightened creatures.
Multiattack. Reibi can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (3d4 + 3) slashing damage.
Hidden Chakra. As a bonus action, Reibi regains 10 chakra points.
Chakra Transfer (1+ Chakra). Reibi 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 16 Strength saving throw or take 7 (1d8 + 3) force damage and be pushed to the edge of this jutsu’s range. Reibi 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. Reibi 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 Reibi must succeed a DC 16 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.
Shadow Arms (4 Chakra). Reibi makes 1 additional unarmed strike attack.
Transformation (1 Chakra). Reibi 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 16 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). Reibi's movement speed doubles, and his movement does not provoke attacks of opportunity.
Substitution (2+ Chakra). When Reibi 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. Reibi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
While the other tailed beasts draw their strength and form from fragments of the Ten-Tails, the Zero-Tails draws its strength from the dark thoughts and negative emotions of others. It’s thought to have been given form from the wandering remnants of the Ten-Tails’s insanity. Due to this, it is not necessary in the ritual to resurrect it.