Son Gokū (5e Creature)

From D&D Wiki

Jump to: navigation, search
FairUse.png
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.
Copyright.png

Son Gokū, the Four-Tailed Ape[edit]

Gargantuan beast, chaotic good


Armor Class 25 (Chakra armor)
Hit Points 391 (27d20 + 108)
Speed 60 ft.


STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +16, Perception +16, Stealth +15
Damage Resistances fire
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses Blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Primordial
Challenge 25 (75,000 XP)


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

Chakra Constitution. Son Gokū has advantage on saving throws against spells and other magical effects. Son Gokū’s attacks are considered magical.

ACTIONS

Multiattack. Son Gokū can use its Frightful Presence. It then makes four attacks: two Fist or rock attacks and two tail attacks.

Fist. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target not grappled by the "dragon". Hit: 17 (3d6+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 21 (4d6+7) bludgeoning damage.

Frightful Presence. Each creature of Son Gokū's choice that is within 120 feet of and aware of it must succeed on a DC 15 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). Son Gokū 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 23 Dexterity saving throw, taking 158 (15d20) force damage on a failed save, or half as much damage on a successful one.

Chakra Transfer. Son Gokū grants another creature 20 temporary hit points.

LEGENDARY ACTIONS

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

Gather Chakra. Son Gokū rolls to recharge Tailed Beast Bomb or Lava Release or gains 20 temporary hit points.

Tail. Son Gokū makes a Tail attack.

Lava Release (recharge 5-6). Son Gokū generates magma around it in a 10 foot radius. For 1 minute, every creature that ends its turn in one of these areas must succeed a DC 20 Dexterity saving throw or take 9 (2d8) fire damage.

Son_Goku.png
Son Gokū

Son Gokū is a very prideful tailed beast, as it detests being called by the name "Four-Tails" and boasts about its lineage. Also among its long list of hates is humanity due to their constant mistreatment of him, often being forcefully used in wars. Despite this, it is not outwardly destructive, though it can easily be angered.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: