Urashiki (5e Creature)
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Medium monstrosity, chaotic evil
Saving Throws Strength +24, Constitution +24, Wisdom +22, Charisma +22
Chakra. Urashiki has 1000 chakra points which he can expend. Urashiki regains 100 chakra points at the beginning of each of his turns.
Legendary Resistance (4/Day). If Urashiki fails a saving throw, she can choose to succeed instead.
Chakra Sense. Urashiki can sense chakra and magical effects within 100 feet of him.
Ōtsutsuki Resistance. Urashiki has advantage on Strength and Dexterity saving throws, has a damage resistance of 30, and takes 3 less damage from all sources.
Ōtsutsuki Regeneration. At the beginning of each of her turns, Urashiki regains 20 hit points and 10 chakra points.
Multiattack. Urashiki can make 10 Fishing Pole attacks.
Fishing Pole. Melee Weapon Attack: +24 to hit, reach 20/35 ft., one target. Hit: 17 (2d6 + 10) piercing damage. Urashiki may steal a number of chakra equal to the damage he would have dealt instead.
Great Task of the Dragon (13 Chakra). Urashiki creates a 15 foot radius tornado for 1 minute (concentration). At the start of each of his turns, all creatures within the tornado must attempt a DC 32 Strength saving throw, taking 26 (5d6 + 10) thunder damage and being swept 30 ft into the air on a failure. On a success, they take half as much damage and are moved half as far. They may move this tornado up to 20 feet as an action.
Amenosubaruboshinomikoto (24 Chakra). Ranged Spell Attack: +24 to hit, range 45 ft., twelve target. Hit: 14 (1d8 + 10) force damage.
Amenosubaruboshinomikoto: Gyokkō (24 Chakra). Every creature in a 25 ft. cone must succeed a DC 32 Constitution saving throw or take 69 (12d8 + 10) force damage.
Amenosubaruboshinomikoto: Ryūgū (24 Chakra). Every creature in a 20 ft. radius within 45 feet must succeed a DC 32 Dexterity saving throw or take 69 (12d8 + 10) force damage.
Yomotsu Hirasaka (8 Chakra). As part of another action, Urashiki moves the source of the action from where he is to anywhere within 30 feet.
Temporal Rewind (7 Chakra). Urashiki gains advantage on any attack rolls and saving throws you make until the beginning of his next turn.
Chakra Edible Creation. Urashiki converts the body of a dead creature into a crimson, pill-to-baseball sized, heart-like fruit. After eating it, he regains a number of chakra equal to twice the creature’s CR. He may divide one edible into multiple edibles.
Oragami Replacement Technique (5+ Chakra). As a reaction to being targeted by a jutsu or attack, Urashiki disperses into a flutter of orizuru, reducing its damage by 65 (1d10 + 60) damage. He may increase the amount of damage reduced by 1d10 per chakra point spent.
Urashiki is best described as genuine. In contrast to his companions Momoshiki and Kinshiki, Urashiki is incredibly care-free and jovial. Despite this, he is still incredibly loyal, willing to withhold his desires to follow the laws of the clan. Likewise, he is incredibly sadistic; if Kinshiki had no qualms with targeting civilians, Urashiki actively enjoys it. He has been known to compliment those he find commendable, a quality almost unknown to the Ōtsutsuki. In the occasion that he is on the brink of losing, he loses his temper, shouting furiously at his opponents.