Isobu (5e Creature)

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Isobu, the Three-Tailed Kyodaigame[edit]

Gargantuan beast (titan), neutral good

Armor Class 23 (Chakra armor)
Hit Points 499 (27d20 + 216)
Speed 50 ft., 60 ft. swimming speed.

28 (+9) 10 (+0) 26 (+8) 14 (+2) 18 (+4) 18 (+4)

Saving Throws Str +16, Con +15, Wis +11, Cha +11
Skills Arcana +9, Perception +11
Damage Vulnerabilities cold, fire
Damage Resistances acid, thunder, poison;
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Primordial
Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If Isobu fails a saving throw, it can choose to succeed instead.

Chakra. Isobu has 80 chakra points which it can expend. Isobu regains 8 chakra points at the end of each of its turns.


Multiattack. Isobu makes 3 claw attacks, a bite attack, and a tail attack.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Coral Creation. Isobu chooses a 10 ft. cube within 120 feet. This area becomes difficult terrain for 1 hour unless it is underwater, in which it is permanent. If this area is already difficult terrain, it becomes impassible. This Coral has the same hit points and AC as wood.

Frightful Presence. Each creature of Isobu’s choice that is within 120 feet of and aware of it must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Frightful Presence for 24 hours.

Tailed Beast Bomb (20 Chakra). Isobu chooses a space within 120 feet and fires a 60 foot sphere of chakra centered on that point. Every creature within range must succeed a DC 23 Dexterity saving throw, taking 61 (10d10 + 2) force damage on a failed save, or half as much damage on a successful one.

Genjutsu Release (3 Chakra). Isobu ends the effects of genjutsu on one creature within its reach.

Chakra Transfer. One creature Isobu touches regains any number of hit points, and Isobu loses an equal number.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Isobu 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. Isobu 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.


The Isobu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Isobu regains spent legendary actions at the start of its turn.

Gather Chakra. Isobu regains 8 Chakra.

Tail. Isobu makes a Tail attack.

Harden (2 Chakra). Isobu gains +2 AC until the beginning of its next turn.


Isobu, the third weakest of the Tailed Beasts, often acts in a timid manner. It isn't as rude or outspoken as some of the other Tailed Beasts and is generally amicable, if reclusive, to others.

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