Saiken (5e Creature)

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Gargantuan humanoid (Beast), chaotic neutral

Armor Class 19 (Natural Armor)
Hit Points 200 (21d8 + 105)
Speed 80 ft., swim 80 ft.

14 (+2) 16 (+3) 20 (+5) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Con +11, Wis +7
Skills Acrobatics +9, Arcana +10, Athletics +8, Perception +7, Performance +6, Persuasion +6
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 19 (22,000 XP)

Chakra. Saiken has 91 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Saiken is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Saiken can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Tailed Beasts. Saiken 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.


Multiattack. Saiken can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (5d4 + 3) bludgeoning damage.

Hidden Chakra. As a bonus action, Saiken regains 19 chakra points.

Chakra Transfer (1+ Chakra). Saiken 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 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. Saiken 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. Saiken 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 Saiken must succeed a DC 18 Dexterity saving throw. On a failure, they take 59 (10d10 + 4) 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.

Wisdom Wolf Decay (19 Chakra). Every creature within a 60 ft. radius must succeed a DC 18 Wisdom saving throw. On a failure, they take 11 (2d6 + 4) acid damage. For 1 minute after, creatures must retry this saving throw every time they end their turn within this area. The cloud can be blown away with a sufficiently powerful wind.

Leech Gap (1 Chakra). As a bonus action, Saiken exudes a white, glue-like Acid across your entire body. If a creature attempts to grapple Saiken or restrain them with an object, they or the object take 8 (1d8 + 4) acid damage. Saiken's unarmed strikes deal acid damage, and reduce the target’s AC by 2 for 1 minute.

Soap Bubble Ninjutsu (15 Chakra). Saiken exhales a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a DC 18 Dexterity saving throw. On a failure, they take 11 (2d6 + 4) bludgeoning or acid damage.

Transformation (1 Chakra). Saiken 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 18 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). Saiken's movement speed doubles, and his movement does not provoke attacks of opportunity.


Substitution (2+ Chakra). When Saiken 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. Saiken can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Saiken, the Six-Tailed Namekuji

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

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