Hagoromo (5e Creature)

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Hagoromo Ōtsutsuki[edit]

Medium humanoid (Human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 60 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Dexterity +12, Constitution +12, Charisma +11
Skills Acrobatics +11, Insight +11, Persuasion +11
Senses passive Perception 11, truesight 130 ft.
Languages Common
Challenge 30 (155,000 XP)


Chakra. Hagoromo has 100 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Hagoromo is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Evasion. When Hagoromo is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Chakra Distribution. At the end of each of his turns, Hagoromo can give any creatures within 5 feet any amount of his chakra.

Six Paths Senjutsu. Hagoromo has a damage threshold of 30.

Sage Art (recharge 5-6). As part of his action, Hagoromo grants himself advantage to hit, doubles his action's range, or doubles his action's damage.

ACTIONS

Multiattack. Hagoromo can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d4 + 2d10 + 4) magical bludgeoning damage.

Mystic Palm Jutsu. One creature within 60 feet regains 3 (1d6) hit points. Hagoromo may do this up to 3 times as one action, but may only use it a total of 30 times. Hagoromo regains all uses at the end of a long rest.

Drilling Hand of Sage Lightning (8-16 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 24 (4d8 + 4) lightning damage. Hagoromo can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per additional chakra points spent.

Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 20 Wisdom saving throw. On a failure, they are effected by one of the following:

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Susanoo (3 Chakra). Hagoromo cloaks himself in an armor-like chakra structure. His size becomes Huge, he gains +5 AC, and he gains the Susanoo Strike, Susanoo Crush, and Susanoo Slice actions. He must spend 3 chakra at the beginning of each of his turns to maintain this effect.

Susanoo Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) magical bludgeoning damage. On a successful hit, Hagoromo can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Hagoromo is grappling must succeed a DC 20 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Susanoo Slice. Ranged Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 25 (3d12 + 5) magical piercing + 4 (1d8) force damage.

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 20 Strength saving throw. On a failure, they are pushed to the closest edge of this action's range and take 2d6 + 1d6 per additional chakra point spent force damage. If 20 or more chakra is spent on this jutsu, objects take twice as much damage.

Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 20 Strength saving throw. On a failure, they moved any distance toward Hagoromo of his choice in the most direct path possible.

Chibaku Tensei (30+ Chakra). Hagoromo launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a DC 20 Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 HP is destroyed, or Hagoromo ends it early. It is immune to Psychic damage but vulnerable to force damage. Hagoromo may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a DC 20 Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a DC 20 Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Four-Armed Asura (2 Chakra). Hagoromo grows 4 additional arms.

Weaponsmith (2 Chakra). Hagoromo transforms one of his arms into one weapon of his choice. He can not be disarmed of this weapon.

Reinforced Asura (5 Chakra). Hagoromo gains +5 AC for 1 minute or until he runs out of chakra.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 20 (3d8 + 5) magical bludgeoning damage.

Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a DC 20 Dexterity saving throw. On a failure, they take 20 (4d6 + 5) force damage. On a success, they take half as much.

Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a DC 20 Wisdom saving throw. On a failure, they take 24 (4d8 + 5) psychic damage and Hagoromo learn a portion of their knowledge. On a success, they take half as much damage.

Rinnegan Summoning (1+ Chakra). Hagoromo summons one creature of his choice to an open space within 15 feet, spending a number of chakra equal to their CR. This creature has the Six Paths of Pain's Shared Vision and Chakra Sense feature, becomes Huge if it is not larger, and is charmed by him. This action can only be used up to 5 times.

Seal Jutsu Absorption. One creature within 5 feet of Hagoromo must succeed a DC 20 Constitution saving throw. On a failure, they lose 22 (3d8 + 8) chakra points.

Jigokudo (25 Chakra). While grappling another creature, Hagoromo summons a massive disfigured head. The grappled creature must succeed a DC 20 Wisdom saving throw. On a failure, they are paralyzed until the end of their next turn. As an action, Hagoromo can ask the creature a question. If they answer truthfully or succeed a DC 20 Deception check, they gain 1 level of exhaustion. If they lie and fail the check, they take 42 (6d8 + 5) psychic damage. If this reduces a creature to 0 hit points, they die instantly.

Black Receivers (10 Chakra). Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage and the receiver stays in their body. Each receiver has an AC of 23 and 5 hit points. Hagoromo can spend 1 chakra as an action to deal 1d4 fire per receiver to and reducing the movement speed by 20% per receiver until the beginning of his next turn of every creature of his choice with receivers in their body.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 45 (5d8 + 5) psychic damage and is grappled by Hagoromo for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Hagoromo can deal 14 (2d8 + 5) psychic damage to affected creatures.

Gedo Art of Rinne Rebirth. Hagoromo resurrects any number of creatures as per the True Resurrection spell without the 200 year limit. He may chose to make them return to the afterlife at will, killing them instantly.

Creation of All Things (45 Chakra). Hagoromo recreates the effect of any other jutsu.

REACTIONS

Seal Jutsu Absorption. When Hagoromo is targeted by a jutsu that deals damage, he may erect a barrier, reducing its amount of chakra by 22 (3d8 + 8) chakra points, regaining half as much. If this reduces the jutsu to 0 chakra, it is completely dissipated.

/
Hagoromo_%C5%8Ctsutsuki_2.png
Hagoromo recreating his youth as a soul, Sources [[1]].

The eldest twin son of Kaguya Ōtsutsuki, Hagoromo and his brother Hamura were the first to inherit both the ability to use chakra, and their own variety of unique abilities, in his case the Rinnegan. He lived his life as a kindhearted man or virtue, even befriending the Toads of Mount Myuboku. Combining the Sage Mode they taught him with his own strange chakra, he was able to create a much stronger variant. After their mother lost her mind to the God Tree inside her, the brothers were forced to seal her inside a massive Chibaku Tensei that would later be known as the moon. While Hamura remained on the moon with his mother's body, Hagoromo divided her chakra into the nine Tailed Beasts. Hagoromo dedicated his life to healing the world with his unique abilities, and ultimately gathered a great mass of followers, diverting a small number of willing individuals to live with his brother by creating a portal to the moon. In his old age, he had two sons, Asura and Indra.



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