Matatabi (Shinobi World Supplement)
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Gargantuan monstrosity (Tailed Beast), chaotic neutral
Armor Class 19 (Natural Armor)
Saving Throws Str +8, Con +10
Chakra. Matatabi has 87 red chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Matatabi 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. Matatabi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Tailed Beasts. Matatabi must spend 1 less chakra on all jutsu (included in actions), he regains 10 hit points at the start of each of his turns, he has advantage on Strength and Dexterity checks and saving throws, and has a damage reduction of 5.
Multiattack. Matatabi can make 3 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (5d4 + 4) slashing damage.
Hidden Chakra. As a bonus action, Matatabi regains 17 chakra points.
Chakra Transfer (1+ Chakra). Matatabi grants one creature he can touch a number of Red Chakra equal to the amount he spends.
Tailed Beast Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 17 Strength saving throw or take 7 (1d8 + 3) 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.
Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Matatabi must succeed a DC 17 Dexterity saving throw. On a failure, they take 58 (10d10 + 3) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.
Mouse Hairball (1 Chakra). Two creatures within 120 ft. take 3 (1d4 + 1) fire damage. Matatabi may use this jutsu up to 3 times on a single action.
Cat Flame Roaring Fire (7 Chakra). Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 37 (8d6 + 3) fire damage.
Transformation (1 Chakra). Matatabi becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check to realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (2 Chakra). Matatabi's movement speed doubles, and his movement does not provoke attacks of opportunity.
Substitution (2+ Chakra). When Matatabi is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Matatabi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Compared to most of the tailed beasts, Matatabi the Two-Tailed Nekomata has historically been respectful and polite towards others, often using formal language and honorifics, even when talking to humans.
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