Madara, War Arc (Shinobi World Supplement)

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Madara Uchiha[edit]

Medium humanoid (Uchiha), lawful evil


Armor Class 26 (Shinobi Armor)
Hit Points 165 (30d8 + 30)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 12 (+1) 22 (+6) 12 (+1) 13 (+1)

Saving Throws Dex +14, Int +14
Skills Acrobatics +14, Deception +9, History +14, Intimidation +9, Investigation +14, Perception +9, Persuasion +9, Stealth +14
Senses passive Perception 19
Languages Common
Challenge 26 (90,000 XP)


Chakra. Madara has 79 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Endurance. When Madara is targeted by an area effect that lets him make a Dexterity or Constitution 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.

Dying Breath. At the beginning of each of Madara's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Ninja Speed. Madara can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Eternal Mangekyō Sharingan. Madara benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Madara automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Madara can not use jutsu from Madara, Rinnegan, Tengai Shinsen, or Six Paths Ten-Tails Coffin Seal while benefitting from these effects.

Chakra Sense. When Madara takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Hashirama's Cells. Madara benefits from the following:

  • Madara can gain all non-dōjutsu implantable subclass features from implanted subclasses as if he had taken them at 3rd level.
  • The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.
  • At the end of each hour, Madara makes a DC 20 Constitution saving throw, losing 1 level of exhaustion on a success.
  • At the end of each short rest, Madara automatically loses 1 level of exhaustion.
  • Madara no longer needs to eat, drink, or breath, though he may choose to do so.
  • Madara may use Natural Health Regeneration or Natural Chakra Regeneration once without using any form of action at the beginning of each of his turns.
  • Madara longer ages.

Senjutsu Chakra. Some of Madara's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Madara can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Madara has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Madara deals an additional 5 (1d10) damage with unarmed strikes.
  • Madara's jutsu range, but not his reach, increases by +10 ft.

ACTIONS

Multiattack. Madara can make 3 unarmed strike, Susanoo Strike, or Susanoo Katana attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (5d4 + 6) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Madara 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.

Skeletal Susano'o. Madara becomes Large and gains 30 temporary hit points. Madara must spend 2 chakra points at the end of each of his turns to maintain this effect.

Humanoid Susano'o. Madara becomes Huge and gains 45 temporary hit points. Madara can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Madara and another creature are both occupying his space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to Madara instead. When Madara moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Madara must spend 2 chakra points at the end of each of his turns to maintain this effect.

Armored Susano'o. Madara gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points. This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active.

Complete-Body Susano'o. Madara gains the effects of Armored Susano'o, a 60 ft. flying speed, and 90 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Gargantuan. Additionally, Madara may give a creature that he can touch other than himself the benefits of Susano'o instead, though Madara must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Madara's Susano'o at a time.

Susano'o Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage. On a successful hit, Madara can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.

Susano'o Crush. A creature that Madara is grappling must succeed a DC 22 Constitution saving throw or take 24 (4d8 + 6) magical bludgeoning damage. This can only be used while any Susano'o is active.

Susano'o Shortswords. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) magical slashing damage. If Madara takes the Attack action and only make attacks with these weapons, he may take the attack action as a bonus action on the same turn, but may only make attacks with these weapons during this attack action. This can only be used while Humanoid Susano'o, Armored Susano'o or Complete-Body Susano'o is active.

Susano'o Katana. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (2d12 + 12) magical slashing damage. This can only be used while Armored Susano'o or Complete-Body Susano'o is active.

See Madara's Jutsu

  • DC - 22
  • Attack bonus - +14


Madara%27s_body_modifications.png
[Source].

Though the initial plan to be resurrected by Nagato failed due to interference by his nemesis' reincarnation, Naruto, Madara's "will" needed him to create the plan, and a perfect alternative was already prepared. Approaching Kabuto, Black Zetsu revealed the true nature of "Madara", convincing him that the truth would allow him to enter the Akatsuki, as his predecessor clearly wanted. Through the raising of the Edo Tensei Army, Madara defied death once again, though he wasn't truly alive yet. While the rest of the army was resurrected as they were, Kabuto worked tirelessly to make what he viewed as his ultimate trump card unstoppable, returning Madara to his prime and infusing even more of Hashirama's cells into his body. After nearly single-handedly obliterating the Long Range Attack Division and realizing that he could not summon the Nine-Tails, he tested his new abilities against the strongest fighter on the battlefield, one of Naruto's clones, nearly killing him before the Five Kage arrived, challenging him to a fight while evacuating the area. While they were able to press him together despite his Rinnegan, and could nearly seal him after he summoned 25 clones using Armored Susano'o, remarking that they seemed to believe five-on-one were fair odds, even a single Complete-Body Susano'o was enough to kill them if they didn't receive support immediately. Returning to Obito and scolding him for allowing the Ten-Tails to form prematurely, he allowed the beast to fight off the Allied Shinobi Forces and Obito to fight Kakashi while he put an end to his rivalry with Hashirama, who had been resurrected by Orochimaru. When Obito returned, Madara attempted to use the seal on his heart to resurrect himself only to discover that he had removed his heart in the preceding fight, healing himself by becoming the Ten-Tails' jinchuriki, much to his chagrin. However, Naruto and Sasuke quickly extracted the tailed beasts, allowing Black Zetsu to take over Obito's body and resurrect Madara. Stealing Hashirama's natural energy and receiving his other Rinnegan from Zetsu, he systematically hunted down the tailed beasts, killing Sasuke with his own sword when he got in the way and refused to join forces, and beating all nine beasts alone, killing Naruto in the process. With the Ten-Tails reformed and absorbed, he ascended to a level of power not seen in 1000 years.



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