Shukaku (5e Creature)
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Gargantuan humanoid (Beast), chaotic neutral
Saving Throws Dex +9, Con +9
Chakra. Shukaku has 75 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Endurance. When Shukaku 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. Shukaku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Tailed Beasts. Shukaku 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. Shukaku can make 3 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (5d4 + 4) slashing damage.
Hidden Chakra. As a bonus action, Shukaku regains 16 chakra points.
Chakra Transfer (1+ Chakra). Shukaku 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. Shukaku 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. Shukaku 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 Shukaku 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.
Desert Layered Imperial Funeral Seal (7 Chakra). One creature within 90 ft. must attempt a DC 16 Strength saving throw. On a failure, the target has total cover, is paralyzed, and as a bonus action Shukaku can crush the target, causing them to attempt a DC 16 Constitution saving throw, taking 16 (3d10) force damage on a failure or half as much on a success. This lasts for 1 minute (concentration), and they may attempt a DC 16 Wisdom saving throw at the end of each of their turns, ending this effect early on a success. Creatures within 5 ft. of the creature may attempt a DC 16 Strength saving throw as an action, ending this effect early on a success.
Drilling Air Bullet (14 Chakra). Every creature in a 60 x 25 foot line must make a DC 16 Constitution saving throw. On a failure, the creatures take 30 (6d8 + 3) thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning damage. On a success, they take half as much damage.
Sand Buckshot (5+ Chakra). Shukaku creates 3 bullets. Each bullet can be directed at a creature dealing 2 (1d4) piercing damage per bullet. Shukaku may spend 2 chakra to fire 1 additional bullet.
Transformation (1 Chakra). Shukaku 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). Shukaku's movement speed doubles, and his movement does not provoke attacks of opportunity.
Substitution (2+ Chakra). When Shukaku 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. Shukaku can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
The weakest of the Tailed Beasts, Shukaku is characterised as a childish and short-tempered individual, and often speaks in a bombastic and incoherent manner, giving it the demeanour of a drunkard. Shukaku relishes the opportunity to kill anyone in sight, even more so during a full moon.