Gamakichi (Shinobi World Supplement)
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Gargantuan beast (Toad), lawful good
Armor Class 19 (Natural Armor)
Saving Throws Str +9, Dex +9
Chakra. Gamakichi has 74 senjutsu chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Gamakichi is targeted by an area effect that lets him make a Dexterity 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. Gamakichi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Natural Partial Sage Mode. Gamakichi'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. Gamakichi may take the search action as a bonus action. When Gamakichi 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.
Multiattack. Gamakichi can make 3 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d4 + 1d10 + 3) magical bludgeoning damage.
Tanto. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) magical slashing damage.
Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Naruto may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.
Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 3) magical piercing damage.
Sage Art: Goemon (10 Senjutsu Chakra). A 60 foot line is covered in one of the following:
Starch Syrup Gun (8 Chakra). Ranged Spell Attack: +9 to hit, range 30/60 ft., one target. Hit: the target is restrained for 1 minute. They or one creature touching them may attempt a DC 17 Strength saving throw as an action, ending this effect early on a success.
Toad Sword Beheading (2 Senjutsu Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) magical slashing damage. Gamakichi may fly up to 30 feet before making this attack. For every 5 feet of this movement he doesn't move, Gamakichi deals an additional 1 damage.
Sage Art. As part of another jutsu, Gamakichi 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.
Basic Taijutsu Technique (3 Chakra). As a bonus action, Gamakichi makes two unarmed strikes
Leaf Gust (8 Chakra). Gamakichi makes an unarmed strike against every creature within 5 feet.
Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Gamakichi's choice.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gamakichi gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Gamakichi casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.
Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Gamakichi unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.
Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d4 + 1d10 + 3) magical bludgeoning damage. Gamakichi may fly up to 30 feet before making this attack.
Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.
Substitution (3+ Chakra). When Gamakichi is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 5) 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. Gamakichi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.
Experiencing explosive growth both in physique and skill following his training with Naruto Uzumaki in preparation for Pain's Assault on the Hidden Leaf Village, Gamakichi quickly surpassed his father, standing side-by-side with Katsuyu and Aoda in the new Three-Way Deadlock during the Fourth Shinobi World War. Cutting through the Ten-Tails's creations one by one to support his summoner, he was ultimately powerless against Obito as its jinchuriki. Wanting to try one last thing against the monstrosity before he was desummoned, he trapped Obito with a Sage Art: Starchy Syrup Gun, very temporarily slowing him down, but more importantly revealing his weakness to senjutsu.
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