Reto (5e Creature)
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Medium humanoid (Human), lawful neutral
Chakra. Reto has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Reto is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Multiattack. Reto can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.
Violent Whirlwind (1 Chakra). Each creature in a 30 foot line must make a DC 17 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.
Wind Wall (3+ Chakra). The jonin and every creature of their choice within a 10 foot radius gains +2 AC and attacks against them have disadvantage for 1 minute (concentration). The jonin can extend this jutsu by 5 feet per 2 additional chakra points spent.
Air Bullet (8 Chakra). Each creature in a 15 foot line must make a DC 17 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 ft. away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. On a success, they take half as much damage and are pushed half as far.
Great Task of the Dragon (13 Chakra). The jonin creates a 15 foot radius tornado for 1 minute (concentration). At the start of each of their turns, all creatures within the tornado must attempt a DC 17 Strength saving throw, taking 20 (5d6 + 4) thunder damage and being swept 30 ft into the air on a failure. On a success, they take half as much damage and are moved half as far. They may move this tornado up to 20 feet as an action.
Pressure Damage (14 Chakra). Every creature in a 30 ft. radius must succeed a DC 17 Dexterity saving throw. On a failure, they 39 (6d10 + 4) thunder damage and become prone. On a success, they take half as much and are not prone.
Blade of Wind (4 Chakra). Ranged Spell Attack: +9 to hit, range 10 ft., one target. Hit: 10 (2d6 + 3) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.
Great Weasel Sickle (10 Chakra). All creatures in a 25 foot cone must succeed a DC 17 Dexterity saving throw or take 13 (2d8 + 4) thunder damage and 9 (2d8) magical slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.
Great Net Cast (20 Chakra). Every creature in a 15 ft. x 45 ft. line must attempt a DC 17 Constitution saving throw. On a failure, they take 18 (3d8 + 4) thunder damage and 14 (3d8) magical slashing damage, and are restrained for 1 minute. On a success, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Creatures without chakra detection, blindsight, or truesight have disadvantage.
The first Kazekage of the Hidden Sand Village, Reto was among the most skilled Sand shinobi in existence. Despite appearing fatherly and respectable, he was manipulative and somewhat greedy. After his death at the hand of assassins, beginning the Kazekage's curse, he was succeeded by Shamon.