Saiken (5e Creature)

From D&D Wiki

Jump to: navigation, search
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Viz Media. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Viz Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Saiken, the Six-Tailed Namekuji[edit]

Gargantuan beast, lawful good

Armor Class 26 (chakra armor)
Hit Points 616 (31d20 + 290)
Speed 60 ft.

30 (+10) 22 (+6) 30 (+10) 25 (+7) 25 (+7) 30 (+10)

Saving Throws Dex +14, Con +18, Wis +15, Cha +18
Skills Insight +15, Perception +23, Religion +24, Stealth +14
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., truesight 120 ft., passive Perception 27
Languages Common, Primordial
Challenge 27 (80,000 XP)

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


Multiattack. Saiken makes three attacks: one with its advesive spray or corrosive gas, and three with its tails.

Adhesive Spray (recharge 5-6). One creature within 30 ft. must succeed a DC 23 Athletics or Dexterity check or be restrained for 1 minute and take 15 (2d4 + 11) poison damage at the beginning of their turn. They may retry this check at the end of their turn.

Corrosive Gas (recharge 4-6). Every creature within 15 feet must succeed a DC 23 Constitution saving throw or take 17 (2d6 + 11) acid damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 11) bludgeoning damage.

Frightful Presence. Each creature of Saiken choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 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 (recharge 5-6) Saiken 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 26 Dexterity saving throw, taking 66 (10d10 + 7) force damage on a failed save, or half as much damage on a successful one.

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


The Saiken 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 Saiken regains spent legendary actions at the start of its turn.

Tail Attack. Saiken makes a tail attack.

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

Saiken, the Six-Tailed Namekuji

Saiken, while speaking boastfully, kinder and not as self-serving and malicious as most other Tailed Beasts. While it generally avoids violence, it does not find it detestable.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!