Kushina (5e Creature)

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Kushina Uzumaki[edit]

Medium humanoid (Human), chaotic good


Armor Class 18 (Natural Armor)
Hit Points 170 (20d8 + 80)
Speed 45 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dexterity +8, Constitution +6
Skills Acrobatics +8, Perception +5, Insight +5, Persuasion +6
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Kushina has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Kushina can make 2 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Adamantine Sealing Chains (15 Chakra). Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 28 (5d8 + 4) psychic damage and is grappled by Kushina 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, Kushina can deal 13 (2d8 + 4) psychic damage to affected creatures.


Kushina_Uzumaki_full.png
Kushina in her daily dress, Source [[1]].

One of the few surviving Uzumaki, Kushina found refuge in the Hidden Leaf Village. Becoming the Jinchuriki thanks to her strong endurance and chakra, which in turn came from her lineage. Being one of Kurama's most hostile jinchuriki, she used her Adamantine Sealing Chains to subjugate the beast, allowing only the smallest amount of chakra to flow into her in the most distressing of situations. Even in such moments, she is only able to enter the Initial Release state.



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