Three-Headed Guardian Beast (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.

Three-Headed Guardian Beast[edit]

Medium monstrosity, unaligned

Armor Class 19 (Natural Armor)
Hit Points 157 (21d8 + 63)
Speed 90 ft.

16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Con +9, Cha +9
Skills Acrobatics +9, Arcana +9, Athletics +9, History +9, Intimidation +9, Perception +9
Damage Resistances poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities poisoned, frightened
Senses passive Perception 19
Languages Understands Common, but can not speak
Challenge 19 (22,000 XP)

Chakra. The Three-Heads has 67 black chakra points which it can expend. All chakra points are regained at the end of a long rest.

Physically Resistant. When the Three-Heads is targeted by an area effect that lets it make a Strength, Dexterity, or Constitution 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 Three-Heads can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Siege Monster. The Three-Heads deals double damage to objects and structures.

One With Everything. The Three-Heads' chakra is identical to the ambient chakra of the world. Attempts to locate it with magic have disadvantage.


Multiattack. The Three-Heads can make 2 claw attacks and 1 bite attack or chakra-absorbing bite attack.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 3) magical slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 3) magical piercing damage.

Chakra-Absorbing Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: the target loses 8 (2d6 + 1) chakra points and the Three-Heads regains an equal amount of black chakra points. This chakra an extends above its maximum, and is lost at the end of its next long rest.

Shockwave (3+ Chakra). Each creature within a 5 ft. radius must succeed a DC 17 Strength saving throw or take 7 (1d8 + 3) force damage and be pushed to the edge of this jutsu’s range. The Three-Heads 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. The Three-Heads 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.

Three-Headed Beast Bomb (5+ Chakra). Ranged Spell Attack: +9 to hit, range 30/60 ft., one target. Hit: 18 (4d4 + 3) force damage and the target must make a DC 17 Strength saving throw or be pushed 10 feet away. The Three-Heads may make 1 additional attack every 3 additional chakra spent. This cost increases by 1 for every additional attack made.

Armored Form. The Three-Heads becomes Large, it gains 60 temporary hit points, and its bite attack deals an additional 10 (2d8) damage and gains 10 feet of reach. The Three-Heads must spend 2 chakra points at the end of each of his turns to maintain this effect.

Cataclysm (50 Chakra). Every creature within a 5 mile radius must attempt a DC 17 Constitution saving throw. On a failure, they take 58 (10d10 + 3) damage. On a success, they take half as much damage.

  • The first time the Three-Heads casts this jutsu, this damage is lighting and the area this jutsu targets becomes heavily obscured until the end of its next turn.
  • The second time the Three-Heads casts this jutsu, this damage is magical bludgeoning, and the area this jutsu targets becomes difficult terrain until the beginning of its next turn.
  • The third time the Three-Heads casts this jutsu, this damage is force and creatures have disadvantage on this jutsu's saving throw. The next time it casts this jutsu, it counts as the first time.

If the Three-Heads does not cast this jutsu again before the end of its next turn, the next time it casts it counts as the first time.


Resist (2-4 Chakra). When the Three-Heads takes damage, it loses half as many hit points. The Three-Heads may spend 2 additional chakra to not lose its reaction.


Knowing exactly what the Three-Heads is may be one of the few truly unsolvable mysteries of the shinobi world. To some, it is an alpha predator from the times long ago when beasts like Roen and the Genryu conquered the world. To others, it is a demon from another world like Moryo. To yet more, it may be evidence of the existence of another true Ten-Tails having been defeated and split in a far off land just as the Sage of Six Paths did on Earth. The truth may never be found. All that is known is that the Three-Headed Guardian Beast has the might of a Tailed Beast, and is strangely bound to the Hidden Dream Village, deep within the Land of Ancestors. The beast's might alone has kept the country from being invaded, even from great nations like the Lands of Wind and Fire, having a non-aggression pact with each of its neighbors. However, peace was not enough for Gensui, an elder of the clan that founded the Hidden Dream Village, but had been disgraced by the Tenro clan's use of the Three-Heads. Organizing a false attack from Itachi Uchiha and Naruto Uzumaki on his own village with help from Danzo, during which he faked his death, and using the same ability to fake a One-Tails attack on the Hidden Leaf Village, among other attacks, he pitched the two villages toward war in an attempt to unseal the Three-Heads. After using his own son, Taisa, to create a false tailed beast, the Three-Heads was unsealed. With this, Gensui revealed himself, betraying Ryuka and taking the chakra orb capable of controlling the beast. It ultimately took the combined efforts of Kakashi, Naruto, Sakura, and Sai to defeat the Three-Heads.

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