Kokuo (Shinobi World Supplement)

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Kokuō, the Five-Tailed Irukauma

Gargantuan beast, lawful neutral


Armor Class 25 (Chakra armour)
Hit Points 629 (34d20 + 272)
Speed 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 27 (+8) 23 (+6) 10 (+0) 20 (+5)

Saving Throws Dex +10, Con +16, Wis +8
Skills Nature +14, Persuasion +13, Stealth +10
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Primordial
Challenge 26 (90,000 XP)


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

Chakra. Kokuō has 80 chakra points which it can expend. Kokuō regains 8 chakra points at the end of each of its turns.

ACTIONS

Multiattack. Kokuō makes four attacks: two with its bite, and two with its tails.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 26 (3d12 + 7) piercing damage.

Tails. Melee weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 25 (4d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of Kokuō’s choice that is within 120 feet of and aware of it must make a DC 19 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 24 hours.

Tailed Beast Bomb (20 Chakra). Kokuō 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 22 Dexterity saving throw, taking 65 (10d10 + 6) force damage on failed save on a failed save, or half as much on a successful one.

Genjutsu Release (3 Chakra). Kokuō ends the effects of genjutsu on one creature within its reach.

Chakra Transfer. One creature Kokuō touches regains any number of hit points, and Kokuō loses an equal number.


LEGENDARY ACTIONS

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

Gather Chakra. Kokuō regains 8 Chakra.

Tail. Kokuō makes a Tail attack.

Ramming Speed (Costs 2 Actions). Kokuō moves 30 feet and forces a single creature to succeed a DC 22 Dexterity saving throw or take

Emit Steam (5 Chakra). Kokuō boils the chakra within its body. Every creature within 5 feet must succeed a DC 22 Dexterity saving throw or take 21 (4d6 + 7) fire damage, taking half as much on a success.

Kokuo.png
Kokuō, the Five-Tailed Irukuama.

A quiet and reserved individual, Kokuō rarely speaks. Despite this, it still maintains its pride as a Tailed Beast, becoming enraged upon realizing its manipulation in a long-finished war. Since then, it has remained hidden in wooded areas in order to refrain from violence.


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