Asura, Six Paths Sage Mode (5e Creature)

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Asura Ōtsutsuki[edit]

Medium humanoid (Human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 60 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Dexterity +10 Constitution +10, Charisma +9
Skills Acrobatics +10, Insight +8, Persuasion +9
Senses passive Perception 11, truesight 30 ft.
Languages Common
Challenge 21 (33,000 XP)


Chakra. Asura has 60 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Asura 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.

Chakra Distribution. At the end of each of his turns, Asura can give any creatures within 5 feet any amount of his chakra.

Six Paths Senjutsu. Asura has a damage threshold of 30.

Sage Art (recharge 5-6). As part of his action, Asura grants himself advantage to hit, doubles his action's range, or doubles his action's damage.

ACTIONS

Multiattack. Asura can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d4 + 2d10 + 4) magical bludgeoning damage.

Amenomihashira (40 Chakra). Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: 12 (2d10 + 1) bludgeoning damage and 11 (2d10) force damage and they must make a DC 17 Strength saving throw or be pushed 20 feet away. If all attacks hit a single creature, they are paralyzed for 1 minute. They may attempt a DC 17 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Mystic Palm Jutsu. One creature within 60 feet regains 3 (1d6) hit points. Asura may do this up to 3 times as one action, but may only use it a total of 21 times. Asura regains all uses at the end of a long rest.

Rotation (3 Chakra). Until the end of Asura's next turn, creatures within 10 feet of him must succeed a DC 18 Strength saving throw or be moved 10 feet away from him and be knocked prone. Creatures within 5 feet must succeed a DC 17 Dexterity saving throw or take 6 (1d8 + 2) force damage, ranged attacks against him have disadvantage, and he gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Summoning Jutsu (20 Chakra). Asura summons a Wood Human anywhere within 30 feet of him. He may have up to 2 creatures summoned at a time. Alternatively, he may summon a Sinshu Senju for 80 chakra.

True Several Thousand Hands (20 Chakra). Asura makes the Shinsu Senju take 1 action.


/
Amenomihashira.png
Asura preparing his Amenomihashira, Sources [[1]].

The younger son of Hagoromo Ōtsutsuki and brother of Indra, Asura showed no prowess in ninjutsu, then called ninshu. When his father declared that he would be sending his sons away on a test to see who would inherit the title of head of the Ōtsutsuki, Asura had no drive to win due to his brother's overwhelming skill. In parallel to his brother's journey, he traveled for months, gradually spreading the use of ninshu across the land and forming a community of kindhearted followers to help him heal both the world and themselves. Upon returning home, he was named successor, enraging Indra. Receiving his father's Six Paths Senjutsu, he attempted to reason with his brother, but the two ultimately began a feud that would result in their continual reincarnation, in Asura's case Hashirama Senju and Naruto Uzumaki.



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