Matatabi (5e Creature)

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Matatabi, the Two-Tailed Nekomata[edit]

Gargantuan beast, lawful good

Armor Class 22 (Chakra armor)
Hit Points 332 (19d20 + 133)
Speed 50 ft.

27 (+8) 14 (+2) 25 (+7) 18 (+4) 15 (+2) 24 (+7)

Saving Throws Dex +9, Con +14, Wis +9, Cha +14
Skills Acrobatics +9, Intimidation +14, Perception +9
Damage Resistances Fire
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities blinded, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Primordial
Challenge 23 (50,000 XP)

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

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


Multiattack. Matatabi makes one bite attack, two claw attacks, and one tail attack.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) fire damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) Fire damage.

Frightful Presence. Each creature of the Matatabi’s choice that is within 120 feet of and aware of it must succeed on a DC 22 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 the next 24 hours.

Nezumi Kedama (10 Chakra). Matatabi chooses a space within 60 feet and fires a 10 foot radius fireball centered on that point. Every creature within range must succeed a DC 22 Dexterity saving throw or take 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Tailed Beast Bomb (20 Chakra). Matatabi chooses a space within 120 feet and fires a 20 foot radius sphere of chakra centered on that point. Every creature within range must succeed a DC 22 Dexterity saving throw or take 63 (10d10 + 4) force damage on a failed save, or half as much damage on a successful one.

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

Chakra Transfer. One creature Matatabi touches regains any number of hit points, and Matatabi 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. Matatabi 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. Matatabi 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 Matatabi 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 Matatabi regains spent legendary actions at the start of its turn.

Tail Attack. Matatabi makes a tail attack.

Gather Chakra. Matatabi regains 8 Chakra.


Compared to most of the tailed beasts, Matatabi has shown to be respectful and polite towards others, often using formal language and honorifics, even when talking to humans.

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