Jiraiya (5e Creature)

Jiraiya

Medium humanoid (Human), lawful good


Armor Class 19 (natural armor)
Hit Points 199 (21d8 + 105)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 22 (+6) 17 (+3) 20 (+5)

Saving Throws Dex +8, Wis +9
Skills Arcana +12, Deception +11, History +12, Investigation +12, Perception +9
Damage Resistances Poison, non-magical bludgeoning, slashing, and piercing.
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities frightened
Senses darkvision 120 ft.; passive Perception 19
Languages Common
Challenge 17 (18,000 XP)


Legendary Resistance (3/Day). If Jiraiya fails a saving throw, he can choose to succeed instead.

Sannin. Sannin have advantage on saving throws against being frightened.

Pervy. Jiraiya has disadvantage against being charmed by women.

Incredible Strength. Jiraiya can carry 1080 pounds, and can push, drag, or lift up to 2160 pounds.

Chakra. Jiraiya has 38 chakra points, which he can expend. All spend Chakra Points are regained at the end of a long rest.

Wild Lion's Mane. Jiraiya is immune to one instance of the restrained condition that is not from genjutsu each round.

ACTIONS

Multiattack. Jiraiya can make 3 unarmed strikes or 1 unarmed strike and 1 other action.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) magical bludgeoning damage.

Rasengan (10 Chakra). Ranged Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 6) force damage and they must succeed a DC 21 Dexterity saving throw, being pushed 20 feet away on a failure.

Big Ball Rasengan (12 Chakra). Jiraiya concentrates chakra in a swirling motion in his palm. Every creature within a 20 foot radius in front of him must succeed a DC 21 Dexterity saving throw or take 29 (4d10 + 6) force damage.

Toad Spit (12 Chakra). Jiraiya sprays oil across a 15 foot radius area.

Great Fireball Jutsu (8 Chakra). Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 21 (4d6 + 6) Fire damage. Every creature within a 10 foot radius of the target must succeed a DC 21 Dexterity saving throw, taking no damage on a success and half damage on a failure.

LEGENDARY ACTIONS

Jiraiya 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. Jiraiya regains spent legendary actions at the start of {{{3}}} turn.

Summoning Jutsu (3 actions, 1/day). Jiraiya summons Gamabunta to a space within 15 feet of him, including directly under him.

Substitution Jutsu (2 actions). When an attack is made against Orochimaru, he teleports to an open space within 15 feet. Movement in this manner does not incur attacks of opportunity.

Unarmed Strike. Jiraiya makes a single unarmed strike.

Jiraiya, Source [].

Jiraiya the Great Toad Sage is among the legendary Sannin, and as such is an incredibly powerful Shinobi. While he was the weakest among his squad at a young age, after a fateful teleportation to Mount Myuboku, he was trained by the the toads to ultimately become the strongest. He has a great love for theatrics, and is easily swayed by women. Despite his flaws, he fights for justice and trains others to do so. By meditating and taking in senjutsu chakra for 1 minute, he is able to enter Sage Mode for 1 minute. Te preparation time can be halved while still letting him be on the move and the time limit can be extended indefinitely by having his two frog companions Fukasaku and Shima meditate and channel their chakra into him.


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gollark: What about kristforge?
gollark: Try using a better miner.
gollark: Did you mistype the deposit address or something?
gollark: Doesn't matter, GPU beats it.
gollark: But not everything can easily be broken into parallelisable chunks, so CPUs are more widely used.
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