Madara (5e Creature)
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Medium humanoid (Human), lawful neutral
Chakra. Madara has 65 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Chakra Sense. Madara can sense chakra and magical effects within 100 feet of him.
Sharingan: Foresight. Madara has advantage on Dexterity and Wisdom saving throws.
Rinnegan. At the beginning of each of his turns, Madara must choose between being able to use actions beginning with Sharingan or Rinnegan.
Multiattack. Madara can make 4 unarmed strikes, 8 Susanoo Slashes, 8 Black Receiver attacks, or 4 Demonic Statue Chain attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 5) magical bludgeoning damage.
Hashirama Regeneration (2 Chakra). Madara regains regains 6 (1d8 + 2) hit points.
Great Fire Annihilation (14 Chakra). All creatures in a 30 foot wide 60 foot line must succeed a DC 19 Dexterity saving throw. On a failure, they take 41 (6d6 + 3) fire damage. On a success, they take half as much. This action ignores the Evasion feature. If he maintains concentration, Madara can choose to have every creature in the same area repeat this saving throw, dealing 7 (2d6) fire damage instead, once per turn.
Sharingan: Susanoo (3 Chakra). Madara surrounds his body in a blue, armored form. His size becomes Huge, he gains +5 AC, and he must spend 3 chakra at the beginning of each consecutive turn to keep the Susanoo active. He also gains the Susanoo Slash action. He can maintain his Susanoo while wielding using Rinnegan as well.
Susanoo Slash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 5) magical slashing damage.
Sharingan: Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 19 Wisdom saving throw. On a failure, they are effected by one of the following:
Rinnegan: Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 19 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.
Rinnegan: Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 19 Strength saving throw. On a failure, they moved any distance toward the Deva Path of his choice in the most direct path possible.
Rinnegan: Tengai Shinsen (20+ Chakra). Madara 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 19 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 Madara ends it early. It is immune to Psychic damage but vulnerable to force damage. Madara 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 19 Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage. Madara may make a second Chibaku Tensei collide with the first on his next turn for 20 chakra, causing the first's impact effect to repeat.
Rinnegan: Four-Armed Asura (2 Chakra). Madara grows 4 additional arms.
Rinnegan: Weaponsmith (2 Chakra). Madara transforms one of his arms into one weapon of his choice. He can not be disarmed of this weapon.
Rinnegan: Reinforced Asura (5 Chakra). Madara gains +5 AC for 1 minute or until he runs out of chakra.
Rinnegan: Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 19 (3d8 + 5) magical bludgeoning damage.
Rinnegan: Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a DC 19 Dexterity saving throw. On a failure, they take 20 (4d6 + 5) force damage. On a success, they take half as much.
Rinnegan: Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a DC 19 Wisdom saving throw. On a failure, they take 24 (4d8 + 5) psychic damage and Madara learns a portion of their knowledge. On a success, they take half as much damage.
Rinnegan: Summoning (1+ Chakra). Madara 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.
Rinnegan: Seal Jutsu Absorption. One creature within 5 feet of Madara must succeed a DC 19 Constitution saving throw. On a failure, they lose 22 (3d8 + 8) chakra points.
Rinnegan: Jigokudo (25 Chakra). While grappling another creature, Madara summons a massive disfigured head. The grappled creature must succeed a DC 22 Wisdom saving throw. On a failure, they are paralyzed until the end of their next turn. As an action, Madara can ask the creature a question. If they answer truthfully or succeed a DC 22 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.
Rinnegan: Black Receivers (10 Chakra). Ranged Spell Attack: +10 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. Madara 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.
Rinnegan: Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +10 to hit, range 100 ft., one target. Hit: 45 (5d8 + 5) psychic damage and is grappled by Madara 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, Madara can deal 14 (2d8 + 5) psychic damage to affected creatures.
Rinnegan: Gedo Art of Rinne Rebirth. Madara resurrects any number of creatures as per the True Resurrection spell without the 200 year limit. He dies immediately after using this jutsu. He can only be resurrected by the Wish spell or a similar effect.
Rinnegan: Seal Jutsu Absorption. When Madara 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.
Once a good friend of Hashirama Senju, Madara did not want a world of unstable peace like his comrade created. Instead, he wanted to create a world of inescapable peace. He created the original plan to create the Akatsuki, implanted his own Rinnegan into an infantile Nagato, and recruited Obito to fulfill it in his later years. His physical, visual, and chakra prowess are the stuff of legends, as is his lust for battle. Upon his ressurection and the completion of his grand plan, he became almost completely unstoppable.