Sasuke, Six Paths (Shinobi World Supplement)
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Medium humanoid (Uchiha), lawful evil
Saving Throws Dex +13, Int +14
Chakra. Sasuke has 57 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion/Discernment. When Naruto is targeted by an area effect that lets him make a Dexterity, 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. Sasuke can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Dying Breath. At the beginning of each of Sasuke's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.
Black Chakra. Some of Sasuke's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Sasuke can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Sasuke has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.
Eternal Mangekyō Sharingan. Sasuke benefits from the following:
Multiattack. Sasuke can make 3 (5 while Complete-Body Susanoo is active) unarmed strike, Susanoo Strike, or Susanoo Bow attacks.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 5) bludgeoning damage.
Kunai. Thrown Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Sasuke may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.
Complete-Body Susanoo (8 Chakra). Sasuke becomes Huge, he gains 75 temporary hit points, a flying speed of 60 ft., and he gains the Susanoo Strike and Susanoo Crush actions. Any creatures of Sasuke's choice can occupy and move through his space without spending additional movement. Any effect that would target a creature inside Sasuke's space targets Sasuke instead, and creatures cannot effect anything outside of his space from within. If another creature is occupying Sasuke's space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to him instead. Sasuke may grant a creature within 5 ft. of him these benefits instead.
Susanoo Strike. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 5) magical bludgeoning damage. On a successful hit, Sasuke can attempt to grapple a creature with advantage.
Susanoo Crush. A creature that Sasuke is grappling must succeed a DC 22 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.
Susanoo Bow. Ranged Weapon Attack: +13 to hit, range 80/300 ft., one target. Hit: 19 (3d8 + 5) piercing damage and 7 (2d6) fire or lightning damage.
Surpassing even the Eternal Mangekyou Sharingan, Sasuke's Sage of Six Paths given Rinnegan gave him the power to not only push Ten-Tails Jinchuriki Madara to the edge with his rival's help, but to defeat Kaguya Otsutsuki. After this battle, he attempted to fulfill the first step of his plan with the assassination of the five Kage. The only thing in his way was Naruto Uzumaki, whom he would need to pull out all the stops to defeat.