God Tree Seed (Shinobi World Supplement)
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God Tree Seed[edit]
Titanic monstrosity, lawful evil Armor Class 22 (Natural Armor)
Saving Throws Wis +8, Cha +6 Chakra. The seed has 84 heavy chakra points which it can expend. All chakra points are regained at the end of a long rest. Physically Resistant. When the seedis targeted by an area effect that lets it make a Strength, Dexterity, or Constitution saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save. Ninja Speed. The seed can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Immensity. The seed can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If it moves through a creature's space, the creature must make a DC 18 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round. Siege Monster. The seed deals double damage to objects and structures. One With Everything. The seed's chakra is identical to the ambient chakra of the world. Attempts to locate it with magic have disadvantage. ACTIONSMultiattack. The seed can make 3 unarmed strike attacks. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (5d4 + 4) bludgeoning damage. Chakra Transfer (1+ Chakra). The seed grants one creature it can touch a number of red chakra equal to the amount it spends. Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 6 (1d8 + 2) force damage and be pushed to the edge of this jutsu’s range. The seed 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. The seed 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. Ten-Tails Beam (3 Chakra). Every creature within a 60 ft. line must attempt DC 18 Dexterity saving throw, taking 17 (2d6 + 2) force damage on a failure, or half as much on a success. The seed may use this jutsu up to 10 times on a single action. Ten-Tails Fission (10 Chakra). The seed creates one White Zetsu within 15 ft. of it. REACTIONSSubstitution (2+ Chakra). When the seed is hit by an attack and would take damage, it decreases the damage by 25 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which it takes the Hide action. A generic object is left in its place and it takes any remaining damage from that attack. The seed can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
The primary tool of the Otsutsuki, God Tree seeds, sometimes called "Ten-Tails" due to their distinctive appendages, are living beings of immense power. When fed the body of an Otsutsuki, they undergo a metamorphosis, becoming a flower-like "God Tree" that stretches into the stratosphere. As its roots spread into the surrounding areas, it sucks the life from the planet, becoming empowered by the blood of those slain beneath it and causing sickness. When enough energy has been drained, it produces a single red, melon-sized chakra fruit. When eaten, a chakra fruit grants the Six Paths Power boon. A God Tree itself can be absorbed for the same effects, but doing so is known by high-ranking Otsutsuki to cause instanity. While a single God Tree is typically enough to severely hinder a planet's survival, it often takes multiple to fully turn a planet into a lifeless rock. One such seed, or more accurately the Otsutsuki that consumed it and became overtaken by its power, was able to resist transforming into a God Tree, instead becoming a mindless force of destruction. |
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