Naruto, Young Initial Release (5e Creature)
From D&D Wiki
Small humanoid (Human), chaotic good
Chakra. Naruto has 50 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Jinchuriki Regeneration. At the beginning of each of his turns, Naruto regenerates 3 hit points.
Jinchuriki Resistance. Naruto has advantage on Dexterity and Constitution saving throws.
Multiattack. Naruto can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Vermilion Rasengan (9 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 14 Strength saving throw. On a failure, they are pushed 20 feet away from Naruto. He must have a shadow clone to use this.
Tapping into a fragment of Kurama's power, Naruto becomes much more powerful and aggressive. He can maintain this form for 1 minute or until he becomes unconscious. His hit points and chakra represent is maximums. If he enters this form from base form mid-fight, he gains 10 chakra points.