Gamahiro (Shinobi World Supplement)

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Gamahiro[edit]

Gargantuan beast (Toad), chaotic neutral


Armor Class 19 (Natural Armor)
Hit Points 116 (16d8 + 44)
Speed 75 ft., swim 75 ft.


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

Saving Throws Dex +8, Con +8
Skills Acrobatics +8, Arcana +9, Athletics +7, Perception +6, Performance +5, Persuasion +5
Senses passive Perception 16
Languages Common
Challenge 14 (11,500 XP)


Chakra. Gamahiro has 66 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Gamahiro is targeted by an area effect that lets him make a Constitution 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. Gamahiro can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Natural Sage Mode. Gamahiro's unarmed strikes deal an additional 5 (1d10) damage (included in attack), and he gains a +1 bonus to AC (included in AC).

Nature Chakra Sense. Gamahiro may take the search action as a bonus action. When Gamahiro takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

Multiattack. Gamahiro can make 3 unarmed strikes or toad slashes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (5d4 + 1d10 + 3) magical bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) magical slashing damage. Gamahiro may make one of these attacks as a bonus action after making an attack with this weapon.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gamahiro may move across any liquid surface as if it were harmless solid ground for 1 minute. If Gamahiro casts this Jutsu while submerged in a liquid, he rises to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases to 110 ft., and attacks of opportunity against him have disadvantage until the end of his next turn

Toad Sword Beheading (2 Senjutsu Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) magical slashing damage. Gamabunta may fly up to 30 feet before making this attack. For every 5 feet of this movement he doesn't move, Gamabunta deals an additional 1 damage.

Fighting Tongue Slash (4 Chakra). Gamahiro's unarmed strike reach is doubled until the end of his turn, and he makes a single unarmed strike. Fighting Tongue Bind ends when this jutsu does.

Fighting Tongue Bind (8 Chakra). Gamahiro's unarmed strike reach is increased by 15 ft., he may sense any invisible creatures within this reach so long as they produce a smell, and he can not breath until this jutsu ends. This jutsu ends if he becomes unconscious or ends this as a bonus action.

Toad Oil Bullet (10 Chakra). Until the end of Gamahiro's next turn, the next source of fire damage to enter a 60 ft. line targeted by him has its range doubled and targets the line's range as well.

Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Liquid Bullet (28 Chakra). Each creature in a 10 ft. wide 150 ft. line must make a DC 17 Strength saving throw. On a failure, the targets take 31 (6d8 + 4) cold plus 9 (3d6) bludgeoning damage and falls prone, moving to the end of the line. On a success, they take half as much damage and are not moved.

Sage Art. As part of another jutsu, Gamahiro either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, granting a creature disadvantage against any 1 saving throw it incurs, or granting himself advantage on any 1 saving throw it incurs.

REACTIONS

Substitution (2+ Chakra). When Gamahiro is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Gamahiro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Gamahiro.png
[Source]

Third strongest of Toads of Mount Myoboku's combat summons, only being outdone by Gamabunta, Gamaken, and later Gamakichi, Gamahiro is a toad of few words, preferring to speak with his swords, which he is able to wield with extreme proficiency. His first notable summoning in recent history was during the Sand and Sound's invasion of the Hidden Leaf Village, where he took down one of Orochimaru's snakes single-handedly.

Many years later, he was summoned to fight alongside Naruto Uzumaki, Bunta and Ken against Pain's Animal Path summons, holding off the Multi-Headed Dog until Naruto could take down its summoner.


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