Gozu (Shinobi World Supplement)
Gozu[edit]
Medium humanoid (human), chaotic neutral Armor Class 17 (Natural Armor)
Saving Throws Str +7, Con +7 Chakra. Gozu has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Gozu 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. Gozu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Storage. Gozu can store an additional day's worth of food which can be consumed as an action to regain 14 chakra. ACTIONSMultiattack. Gozu makes 3 attacks with his unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Gozu 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. Basic Taijutsu Technique (3 Chakra). As a bonus action, Gozu makes two unarmed strikes. Leaf Gust (8 Chakra). Gozu makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Gozu's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gozu 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 Gozu casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Gozu's 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: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Gozu may fly up to 30 feet before making this attack. Crane Wing Formation (8 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is restrained until Gozu is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Gozu using this jutsu. Rock Armor (8 Chakra). As a bonus action, Gozu gains a +5 bonus to his AC until the end of his next turn. Mud Body (12 Chakra). As a bonus action, Gozu gains a +3 bonus to his AC, and Dexterity and Constitution saving throws until the end of his next turn. Rock Gun (2-10 Chakra). All creatures in a 10 ft. radius up to 30 ft. from Gozu must succeed a DC 15 Dexterity saving throw or take 16 (4d6 + 2) magical bludgeoning damage and become restrained. Gozu may spend 2 additional chakra to increase this jutsu and the boulder's range by 5 feet. Headhunter (6 Chakra). Gozu gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early in a success. Calorie Control. Gozu gains 1 level of exhaustion or loses 1 day's worth of food and regains 3 chakra points. Partial Multi-Size (5 Chakra). Gozu gains one of the following for 1 minute, and may only benefit from each effect once at a time:
REACTIONSSubstitution (3+ Chakra). When Gozu is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Gozu can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Rock Armor (8 Chakra). When Gozu is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn. Mud Body (12 Chakra). When Gozu is targeted by an attack, he gains a +3 bonus to his AC, and Dexterity and Constitution saving throws until the end of his next turn. |
During Kabuto and Guren's to capture the Three-Tails, Gozu, Rinji, Kigiri, Kiho, and Nurari were "recruited" for their ability to slaughter their fellow prisoners in one of Orochimaru's labs. En route to their destination, Team Guren, Kabuto, and Yukimaru, the crux of the plan, were attacked by the Hidden Leaf Village's Team 8 and Kakashi. The strongest of Guren's subordinates, Gozu battled Kakashi, putting up a decent fight but ultimately retreating with a broken arm. When the Three-Tails appeared, Gozu immediately ran to Guren's aid to restrain the beast for a moment before they were washed back to the shore. When Team 7 ambushed them shortly after, Gozu battled Sai, which, wile he was restrained relatively easily, he was able to escape quickly enough to save Guren from Kakashi's Lightning Cutter. When Guren finally defied Orochimaru, Gozu and Yukimaru joined her, being the only surviving members of the expedition, not including Kabuto, who returned to Orochimaru's side. |
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