Might Guy, Eighth Gate (5e Creature)

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Might Guy[edit]

Medium humanoid (Human), lawful good


Armor Class 27 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 135 ft., fly 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Strength +9, Dexterity +10, Constitution +9
Skills Athletics +8, Acrobatics +9
Senses passive Perception 12
Languages Common
Challenge 13 (10,000 XP)


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

Eighth Gate. Guy gains +2 levels of exhaustion at the end of each of his turns.

Evasion. When Guy is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

ACTIONS

Multiattack. Guy can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 25 (2d4 + 20) magical bludgeoning damage.

Dynamic Entry (4 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 24 (1d8 + 20) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 18 Dexterity saving throw or be pushed 20 feet in a direction of Guy's choice. Guy may move up to 40 ft. before making this attack as part of his action.

Front Lotus. One creature within 5 ft. must succeed a DC 18 Dexterity saving throw or be launched 20 ft. directly up and be stunned until the end of his next turn. As an action before the end of his next turn, Lee may pile-drive the creature into the ground, dealing 26 (2d10 + 15) force damage.

Reverse Lotus. Guy uses his multiattack on a creature under the initial effects of Front Lotus. As a bonus action after hitting both attacks, he may knock them to the ground, dealing 24 (2d8 + 15) bludgeoning damage and 9 (2d8) force damage, after which Guy becomes stunned until the beginning of his next turn.

Dynamic Entry (10 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 31 (2d10 + 20) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 18 Dexterity saving throw or be pushed 20 feet in a direction of Guy's choice. Guy may move up to 50 ft. before making this attack as part of his action.

Morning Peacock (20 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 24 (2d8 + 15) bludgeoning damage and 5 (2d4) fire damage. Guy may use this up to 5 times after spending the chakra. Any creatures in a 20 ft. cone not including the creature must attempt a DC 18 Dexterity saving throw, taking 11 (3d6) fire damage on a failure, or half as much on a success.

Leaf Guillotine (20 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 35 (3d12 + 15) force damage and the target must succeed a DC 18 Constitution saving throw or become paralyzed until the end of their next turn.

Hirudora (30 Chakra). Every creature in a 30 ft. radius in front of Guy must attempt a DC 18 Dexterity saving throw, taking 62 (6d12 + 15) force damage on a failure, or half as much on a success.

Burning Youth, No holds barred, Full Power Dynamic Entry (20 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 42 (4d10 + 20) magical bludgeoning damage + 18 (5d6) force damage and the target must succeed a DC 18 Dexterity saving throw or be pushed 80 feet in a direction of Guy's choice. Guy may move up to 90 ft. before making this attack as part of his action.

Evening Elephant (30 Chakra). Melee Weapon Attack: +25 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 15) force damage. Guy may use this up to 4 times after spending the chakra, increasing each consecutive attack's damage by 3 (1d6) per successful attack.

Night Guy (45 Chakra or gain 6 levels of exhaustion). Guy dashes to a creature within 70 ft. and slams them with a powerful kick, launching both of them 100 ft. in a straight line from his starting location. The target must attempt a DC 18 Constitution saving throw, taking (60d6) force damage on a failure, or half as much on a success. For this damage, immunity is reduced to resistance, resistance is ignored, and creatures without resistance gain vulnerability. This action ignores Endurance.


Guy%27s_Eight_Inner_Gates.png
Guy scowling in his final fight, Source [[1]].

Not allowing his lack of ninjutsu or genjutsu to hold him back, Guy of the Hidden Leaf Village is able to attain this form by fully unlocking all eight of his chakra gates, allowing his entire life force to flow through his body. This form is a last resort, as entering it means that, regardless of if he beats his enemy, he will die.



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