Gamariki (Shinobi World Supplement)

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Gamariki[edit]

Large beast (Toad), chaotic neutral


Armor Class 19 (Natural Armor)
Hit Points 97 (13d8 + 39)
Speed 70 ft., swim 70 ft.


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

Saving Throws Dex +7, Int +8
Skills Acrobatics +7, Arcana +8, Athletics +5, Perception +5, Performance +4, Persuasion +4
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


Chakra. Gamariki has 47 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Gamariki is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Gamariki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Natural Sage Mode. Gamariki'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. Gamariki may take the search action as a bonus action. When Gamariki 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. Gamariki can make 3 unarmed strikes or kodachi attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 1d10 + 3) magical bludgeoning damage.

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

Genjutsu Kiss (5 Senjutsu Chakra). One creature within 10 feet must attempt a DC 16 Dexterity saving throw. On a failure, everything around them becomes lightly obscured to them as they are covered in a pink fog with various hearts floating about it, and any creature they see has Gamariki's face. If an area they can see would already be lightly obscured, it is instead heavily obscured. The target may attempt a DC 16 Intelligence saving throw at the end of each of their turns, ending this effect early on a success.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gamariki may move across any liquid surface as if it were harmless solid ground for 1 minute. If Gamariki 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

Fighting Tongue Bind (8 Chakra). Gamariki'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.

Whip of Love (2 Chakra). When Gamariki hits a creature with an unarmed strike while Fighting Tongue Bind is active, the target must attempt a DC 17 Dexterity saving throw. On a failure, they take 6 (1d4 + 4) magical bludgeoning damage, are knocked prone, and are moved 10 feet in a direction of Gamariki's choice. On a success, they take half as much damage.

Sage Art. As part of another jutsu, Gamariki 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 Gamariki is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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. Gamariki can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Gamariki.png
[Source]

Mount Myoboku's resident genjutsu expert, Gamariki is typically a bubbly, flamboyant toad, though he can flip on a dime if the situation absolutely requires it. He has a particular affection for Jiraiya, he largely dislikes his pupil Naruto for launching him into one of the mountain's rivers trying to break free of a training genjutsu with an errant Rasengan. While he was initially a candidate to teach an older Naruto about combination jutsu, Gamariki's grudge left his only viable options as Gamakichi and Gamatatsu


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