Hamura (5e Creature)

Hamura Ōtsutsuki

Medium humanoid (Human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 60 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 12 (+1) 12 (+1) 15 (+2)

Saving Throws Dexterity +12, Constitution +12, Charisma +11
Skills Acrobatics +11, Insight +11, Persuasion +11
Senses passive Perception 11, truesight 120 ft.
Languages Common
Challenge 30 (155,000 XP)


Chakra. Hamura has 100 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Hamura is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Evasion. When Hamura is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Chakra Distribution. At the end of each of his turns, Hamura can give any creatures within 5 feet any amount of his chakra.

Six Paths Senjutsu. Hamura has a damage threshold of 30.

Sage Art (recharge 5-6). As part of his action, Hamura grants himself advantage to hit, doubles his action's range, or doubles his action's damage.

'Dream-Speak. Hamura can communicate with and enter the dreams of creatures within 250 feet of him.

Mastered Tenseigan. Hamura can see up to 4 miles away clearly. Rain, fog, and dim light do not effect his sight. In addition, when he uses a Jutsu, he can expend up to 20 chakra. For every 5 chakra expended the range of the Jutsu is doubled.

Tenseigan Chakra Mode. Hamura has a damage reduction of 3, at the start of his turn, he regains 5 chakra, and he sheds bright light for 10 feet and dim light for another 10 feet.

ACTIONS

Multiattack. Hamura can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d4 + 2d10 + 4) magical bludgeoning damage.

Chibaku Tensei (30+ Chakra). Hamura launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a DC 20 Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 HP is destroyed, or Hamura ends it early. It is immune to Psychic damage but vulnerable to force damage. Hamura may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a DC 20 Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a DC 20 Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Focused Byakugan (2 Chakra). Hamura gains 120 feet of blingsight, can see invisible creatures and objects, and is not hindered by heavily obscured areas including those created by magical effects for 1 hour.

Rotation (3 Chakra). Until the end Hamura's next turn, creatures within 10 feet of him must succeed a DC 20 Strength saving throw or be moved 10 feet away from him and be knocked prone, creatures within 5 feet must succeed a DC 20 Dexterity saving throw or take 9 (1d8 + 5) force damage, ranged attacks against him have disadvantage, and he gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

Air Palm (4-7 Chakra). Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 18 (2d12 + 5) Thunder damage. On a hit, the target must succeed a DC 20 Strength saving throw or be pushed back 10 ft. Hamura may spend 3 additional chakra to make an unarmed strike as a bonus action with advantage after using this jutsu.

Eight Trigrams Sixteen Palms (8 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 5) force damage and they must succeed a DC 16 Constitution saving throw or be stunned until the end of Hamura's next turn.

Gentle Step Twin Lion Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage and they must succeed a DC 20 Constitution saving throw or lose 6 (1d12) chakra points.

Heavy Palm (1 Chakra). As a bonus action, Hamura forces another creature within 5 ft. must succeed a DC 20 Constitution saving throw or be stunned until the beginning of his next turn.

Eight Trigrams Sixty-Four Palms (8 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (16d10 + 5) force damage and they must succeed a DC 20 Constitution saving throw or be paralyzed for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 19 Strength saving throw. On a failure, they are pushed to the closest edge of this action's range and take 2d6 + 1d6 per additional chakra point spent force damage. If 20 or more chakra is spent on this jutsu, objects take twice as much damage. Hamura may designate one creature within range to become the center of this jutsu's range.

Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 20 Strength saving throw. On a failure, they moved any distance toward Hamura in the most direct path possible. Hamura may designate one creature within range to become the center of this jutsu's range.

Silver Tensei Baku (40 Chakra). Ranged Spell Attack: +11 to hit, range 150 ft., three targets. Hit: 100 (20d10) force damage. The damage is divided by the number of targets hit and distributed equally among them. Hit creatures must succeed a DC 20 Strength saving throw. On a failure, they’re pushed back 60 feet.

Golden Tensei Baku (40 Chakra). Ranged Spell Attack: +11 to hit, range 150 ft., one targets. Hit: 80 (16d10) radiant damage and must make a DC 20 Dexterity saving throw. On a failure, they lose one limb of Hamura's choice.

Localized Tensei Baku (40 Chakra). One creature Hamura can touch must succeed a DC 20 Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are unconscious for 1 minute and their hit point maximum is halved. They may retry this saving throw at the end of each of their turns, becoming conscious on a success.

REACTIONS

Rotation (9 Chakra). Until the end Hamura's next turn, creatures within 10 feet of him must succeed a DC 20 Strength saving throw or be moved 10 feet away from him and be knocked prone, creatures within 5 feet must succeed a DC 20 Dexterity saving throw or take 9 (1d8 + 5) force damage, ranged attacks against him have disadvantage, and he gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

/
Hamura in his youth, Sources [].

The youngest twin son of Kaguya Ōtsutsuki, Hamura and his brother Hagoromo were the first to inherit both the ability to use chakra, and their own variety of unique abilities, in his case the Byakugan, which he later evolved into the Tenseigan. Despite the atrocities their mother committed after lost her mind to the God Tree inside her, Hamura still loved his mother greatly, staying with her body on the moon while Hagoromo divided her chakra into the nine Tailed Beasts. His clan of moon dwellers would ultimately destroy themselves by creating a massive energy source with their Byakugan.


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