Reibi (5e Creature)
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Reibi, the Zero-Tailed Monstrosity
Gargantuan aberration, chaotic evil
Skills str+18 con+14 cha+16
Legendary Resistance (3/Day). If Reibi fails a saving throw, he can choose to succeed instead.
Regeneration. Reibi regains 20 hit points at the start of its turn. If Reibi takes radiant damage, this trait doesn't function at the start of its next turn. Reibi dies only if it starts its turn with 0 hit points and doesn't regenerate.
Alien Mind. If a creature tries to read Reibi's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chakra. Reibi has 80 chakra points which it can expend. Reibi regains 8 chakra points at the end of each of its turns.
Multiattack Reibi can make 4 attacks with its Hand of Hatred, and can use Shadow Arms any number of times.
Frightful Presence. Each creature of Reibi’s choice that is within 240 feet and aware of it must succeed on a DC 25 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.
Hand of Hatred. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) Bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Reibi, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends.
Shadow Arms (4 Chakra). Reibi makes 1 additional Hand of Hatred attack.
Genjutsu Release (3 Chakra). Reibi ends the effects of genjutsu on one creature within its reach.
Draining Touch. Melee Weapon Attack: +19 to hit, reach 5 ft., One target that is stunned and grappled. Hit: 67 (10d10+8) Necrotic damage and the creature must make a DC 23 Constitution saving throw. On a failure, they lose 2d10 chakra points, and Reibi regains an equal amount.
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. Reibi 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. Reibi 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 Reibi 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 Reibi regains spent legendary actions at the start of its turn.
Hand of Hatred (1 action). Reibi makes a Hand of Hatred attack.
While the other tailed beasts draw their strength and form from fragments of the Ten-Tails, the Zero-Tails draws its strength from the dark thoughts and negative emotions of others. It’s thought to have been given form from the wandering remnants of the Ten-Tails’s insanity. Due to this, it is not necessary in the ritual to resurrect it.