Gaara, Sasuke Recovery Mission (Shinobi World Supplement)

From D&D Wiki

Revision as of 10:23, 25 February 2021 by Ref3rence (talk | contribs)
Jump to: navigation, search

Gaara

Medium humanoid (Human), chaotic evil


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 10 (+0)

Saving Throws Constitution +7
Skills Acrobatics +7, Perception +6 Intimidation +4
Senses passive Perception 16
Languages Common
Challenge 10 (5,900 XP)


Chakra. Gaara has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Gaara is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Jinchurki Resistance. Gaara has advantage on Dexterity and Constitution saving throws.

Jinchuriki Regeneration. At the start of each of his turns, Gaara regains 3 hit points.

ACTIONS

Multiattack. Gaara can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Sand Buckshot (5+ Chakra). Gaara fires three hardened sand pellets that deal 5 (1d4 + 3) magical piercing damage at creatures within 30 feet. He can fire one additional pellet for every 2 additional chakra spent.

Sand Coffin (7 Chakra). One creature within 90 feet must succeed a DC 16 Wisdom saving throw. On a failure, they are paralyzed for 1 minute (concentration) and they gain full cover.

Sand Coffin Crush.' While a creature is in Sand Coffin, Gaara can crush them, dealing 20 (3d10 + 3) force damage.

REACTIONS

Sand Armor (2+ Chakra). Gaara gains 10 temporary hit points for every 2 chakra points spent.

Sand Shield. Once per round, roll 1d20. On a 17 or higher, Gaara gains +5 AC until the end of his next turn. On a 16 or lower, he regains his reaction.

Shukaku_Gaara_2.png Gaara_full_body.png
Gaara after transforming (above) and after losing his Jinchuriki powers (below), Source [[1][2]].

After relinquishing control to Shukaku, the Trailed Beast sealed inside him, Gaara's strength dramatically increases, as does his insanity. Unlike other Jinchuriki who have an Initial and Tailed Release when it comes to manifesting their Tailed Beast's power, Gaara and the other Shukaku Jinchuriki instead manifest a physical cloak that gradually expands into Shukaku's full body. After having Shukaku extracted from him by the Akatsuki, he was amazingly able to maintain this level of strength with assistance from the spirit of his dead mother. In this older state, he is Lawful Good and does not have the Jinchuriki Resistance and Regeneration features.


Back to Main Page5e HomebrewCreatures

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 Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. 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

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: