Madara (Shinobi World Supplement)

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Madara Uchiha[edit]

Medium humanoid (Uchiha), lawful evil


Armor Class 25 (Shinobi Armor)
Hit Points 99 (22d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 10 (+0) 20 (+5) 12 (+1) 9 (-1)

Saving Throws Dex +11, Int +11
Skills Acrobatics +11, Deception +5, History +11, Intimidation +5, Investigation +11, Perception +7, Persuasion +5, Stealth +11
Senses passive Perception 17
Languages Common
Challenge 20 (25,000 XP)


Chakra. Madara has 45 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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.

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.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +11to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) 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: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) 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 19 Constitution saving throw or take 23 (4d8 + 5) magical bludgeoning damage. This can only be used while any Susano'o is active.

Susano'o Shortswords. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) 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: +11 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) magical slashing damage. This can only be used while Armored Susano'o or Complete-Body Susano'o is active.

See Madara's Jutsu

  • DC - 19
  • Attack bonus - +11


Madara_fullbody.png
[Source].

The eldest son of Tajima Uchiha, clan head of the Uchiha Clan near the end of the Warring States Era, all but Madara's youngest brother, Izuna Uchiha, had died on the battlefield fighting their mortal enemy; the Senju Clan. In what little peace he had, he developed a friendship with another young shinobi with a similar past by the name of Hashirama. Between rounds of skipping stones, they wondered about a world without war together. However, despite their best attempts, they eventually learned what clan the other came from. Becoming bitter enemies, their numerous battles gradually deteriorated Madara's Mangekyō Sharingan. Gradually losing the will to fight, Madara began to hear reason in Hashirama's offers for the Senju and Uchiha clans to unite, but the death of Izuna at Tobirama's hands plunged him into darkness. Using Izuna's eyes to awaken the Eternal Mangekyō Sharingan, Madara almost immediately returned to battle with hopes of either fully destroying the Senju clan, or dying in the process. When Hashirama still relented in the wake of Madara's defeat, preferring to kill himself rather than his old friend if it meant peace, Madara finally understood Hashirama, formally allying the Uchiha with the Senju, and later founding the Hidden Leaf Village together. However, while Hashirama wished to ally all clans together, Madara did not want a world of such unstable peace through cooperation. Instead, he wanted to create a world of inescapable peace controlled by the Hidden Leaf Village, going so far as to attack Mu and Onoki to cement their place above the Hidden Stone Village both physically and politically. As the years passed, however, Madara realized that the Hidden Village experiment had failed, and the Uchiha Stone Tablet had presented an alternative; the Infinite Tsukuyomi. Defecting from the Leaf, Madara attacked his village on multiple occasions, on one occasion even stealing the Nine-Tails. Attacking the Leaf at its heart, he challenged Hashirama to one final battle. Despite having the full power of the Nine-Tails and his Susano'o, Hashirama defeated him, killing his closest friend to keep the peace. However, ever prepared, Madara used Izanagi to resurrect himself, going into hiding within the Otsutsuki ruins of the Land of Graves. Implanting Hashirama's cells, hidden in his mouth during their battle, into his body to prolong his life, he eventually awakened the Rinnegan.



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