Saiken (5e Creature)
From D&D Wiki
Saiken, the Six-Tailed Namekuji
Gargantuan beast, lawful good
Saving Throws Dex +14, Con +18, Wis +15, Cha +18
Legendary Resistance (3/Day). If Saiken fails a saving throw, it can choose to succeed instead.
Chakra. Saiken has 80 chakra points which it can expend. Saiken regains 8 chakra points at the end of each of its turns.
Multiattack. Saiken makes three attacks: one with its adhesive spray or corrosive gas, and three with its tails.
Adhesive Spray (5 Chakra). One creature within 30 ft. must succeed a DC 23 Athletics or Dexterity check or be restrained for 1 minute and take 15 (2d4 + 11) poison damage at the beginning of their turn. They may retry this check at the end of their turn.
Corrosive Gas (3 Chakra). Every creature within 15 feet must succeed a DC 23 Constitution saving throw or take 17 (2d6 + 11) acid damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 11) bludgeoning damage.
Frightful Presence. Each creature of Saiken choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 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.
Tailed Beast Bomb (20 Chakra). Saiken chooses a space within 120 feet and fires a 60 foot sphere of chakra centered on that point. Every creature within range must succeed a DC 26 Dexterity saving throw, taking 66 (10d10 + 7) force damage on a failed save, or half as much damage on a successful one.
Genjutsu Release (3 Chakra). Saiken ends the effects of genjutsu on one creature within its reach.
Chakra Transfer. One creature Saiken touches regains any number of hit points, and Saiken 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. Saiken 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. Saiken 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 Saiken 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 Saiken regains spent legendary actions at the start of its turn.
Tail Attack. Saiken makes a tail attack.
Gather Chakra. Saiken regains 8 Chakra.
Saiken, while speaking boastfully, kinder and not as self-serving and malicious as most other Tailed Beasts. While it generally avoids violence, it does not find it detestable.