Chomei (Shinobi World Supplement)

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Chōmei[edit]

Gargantuan monstrosity (Tailed Beast), chaotic neutral


Armor Class 19 (Natural Armor)
Hit Points 200 (21d8 + 105)
Speed 80 ft., fly 80 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 20 (+5) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Arcana +10, Athletics +8, Perception +7, Performance +6, Persuasion +6
Senses passive Perception 17
Languages Common
Challenge 19 (22,000 XP)


Chakra. Chōmei has 91 red chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Chōmei is targeted by an area effect that lets him make a Evasion saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Chōmei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Tailed Beasts. Chōmei must spend 1 less chakra on all jutsu (included in actions), he regains 10 hit points at the start of each of his turns, he has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.

ACTIONS

Multiattack. Chōmei can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (5d4 + 3) bludgeoning damage.

Hidden Chakra. As a bonus action, Chōmei regains 19 chakra points.

Chakra Transfer (1+ Chakra). Chōmei grants one creature he can touch a number of Red Chakra equal to the amount he spends.

Tailed Beast Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. Chōmei can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Chōmei may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Chōmei must succeed a DC 18 Dexterity saving throw. On a failure, they take 59 (10d10 + 4) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.

Scale Powder (3 Chakra). All creatures within 60 feet must succeed a DC 18 Wisdom saving throw. On a failure, they are blind until the beginning of Chōmei's next turn.

Transformation (1 Chakra). Chōmei becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 18 Investigation check to realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (2 Chakra). Chōmei's movement speed doubles, and his movement does not provoke attacks of opportunity.

REACTIONS

Substitution (2+ Chakra). When Chōmei is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Chōmei can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Chomei.png
Chōmei, the Seven-Tailed Kabutomushi.

Chōmei the Seven-Tailed Kabutomushi, third strongest among the nine Tailed Beasts, has a happy-go-lucky personality. Referring to itself as "Lucky Number Seven Chōmei", it believes itself to be lucky, likely due to its number of tails being considered lucky by many cultures. Chōmei prefers not to fight, only doing so when backed into a corner or in light-hearted duels.


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