Snake-Tailed Chameleon (Shinobi World Supplement)

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Snake-Tailed Chameleon[edit]

Huge beast (Rinnegan Summon), unaligned


Armor Class 20 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 40 ft., climb 80 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 11 (+0)

Saving Throws Dex +10, Int +5
Skills Acrobatics +10, Arcana +5, Athletics +6, Nature +5, Perception +8, Stealth +10
Damage Resistances bludgeoning, slashing, and piercing from non-magical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 18
Languages Common
Challenge 14 (11,500 XP)


Chakra. The chameleon has as many chakra points as was spent to summon it. All chakra points are regained at the end of a long rest.

Discernment. When the chameleon is targeted by an area effect that lets it make a Wisdom saving throw to take only half damage, such as fireball, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails the save.

Ninja Speed. The chameleon can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Summon-Exclusive. The chameleon is a creature created by ninjutsu, and can only exist if summoned. If the creature that summoned it is rendered unconcious, it vanishes from this plane of reality.

Siege Monster. The chameleon deals double damage to objects and structures.

Living Vehicle. The chameleon's summooner may choose to allow 1 creature within its space to enter its mouth as a bonus action. Creatures within the chameleon can not affect or be affected by anything outside of it, and move with it when it moves. Creatures may exit the chameleon as a bonus action, and automatically exit when the chameleon drops to 0 hit points or is desummoned.

ACTIONS

Multiattack. The chameleon can make 3 spear attacks.

Whip. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 12 (3d4 + 5) magical bludgeoning damage.

Chameleon Fade (1-2 Chakra). The chameleon becomes invisible until the end of its next turn. The chameleon may spend 1 additional chakra point to use this as a bonus action.

Invisible Grasp (2 Chakra). The chameleon turns its tongue invisible and attempts to crush one creature within 40 feet with it, who must make a DC 18 Wisdom saving throw. On a failure, they take 18 (5d4 + 5) magical bludgeoning damage and are restrained until the beginning of the chameleon's next turn. On a success, they take half as much damage.

Invisible Bite (2 Chakra). The chameleon turns its tail invisible and attempts to bite one creature within 40 feet with it, who must make a DC 18 Wisdom saving throw. On a failure, they take 15 (4d4 + 5) poison damage and are poisoned until the beginning of the chameleon's next turn. On a success, they take half as much damage.


Giant_Chameleon_Mobile.png
[Source]

A manifestation of the Animal Path of the Rinnegan's power, the snake-tailed chameleon is dwarfed by its other summons, but outweighs them in tactical value. While its use by the Sage of Six Paths is mostly unknown, it was used by Pain to make its summoner almost completely undetectable, and later causing almost as much destruction, despite facing almost no resistance, as the other summons before disappearing with the defeat of its summoner.

When Nagato was revived by Kabuto, he summoned this beast in his fight with Itachi, Killer B, and Naruto in order to restrain the second jinchuriki long enough to steal his soul, though Itachi blinded it with a barrage of kunai before he could succeed.


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