Might Guy (5e Creature)
Might Guy
Medium humanoid (Human), lawful good Armor Class 17 (Natural Armor)
Saving Throws Strength +8, Dexterity +9, Constitution +8 Chakra. Guy has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Guy 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. ACTIONSMultiattack. Lee can make 2 unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage. Open Gate. Guy opens one gate. He may do this up to four times. He may end one use of this action's effects as a bonus action, or end all of the effects as an action. For each use, he gains the following:
Dynamic Entry (4 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 17 Dexterity saving throw or be pushed 20 feet in a direction of Guy's choice. Guy may move up to 40 ft. before making this attack as part of his action. Front Lotus. While Guy is under the effects of one use of Open Gate, one creature within 5 ft. must succeed a DC 17 Dexterity saving throw or be launched 20 ft. directly up and be stunned until the end of his next turn. As an action before the end of his next turn, Lee may pile-drive the creature into the ground, dealing 11 (2d10) force damage. Reverse Lotus. While Guy is under the effects of two uses of Open Gate, he uses his multiattack on a creature under the initial effects of Front Lotus. As a bonus action after hitting both attacks, he may knock them to the ground, dealing 9 (2d8) bludgeoning damage and 9 (2d8) force damage, after which Guy becomes stunned until the beginning of his next turn. Dynamic Entry (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 17 Dexterity saving throw or be pushed 20 feet in a direction of Guy's choice. Guy may move up to 50 ft. before making this attack as part of his action. This can only be used while Guy is under the effects of three uses of Open Gate. Morning Peacock (20 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8) bludgeoning damage and 5 (2d4) fire damage. Guy may use this up to 5 times after spending the chakra. Any creatures in a 20 ft. cone not including the creature must attempt a DC 17 Dexterity saving throw, taking 11 (3d6) fire damage on a failure, or half as much on a success. This can only be used while Guy is under the effects of four uses of Open Gate. Leaf Guillotine (20 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d12) force damage and the target must succeed a DC 17 Constitution saving throw or become paralyzed until the end of their next turn. This can only be used while Guy is under the effects of four uses of Open Gate. Hirudora (30 Chakra). Every creature in a 30 ft. radius in front of Guy must attempt a DC 17 Dexterity saving throw, taking 47 (6d12) force damage on a failure, or half as much on a success.
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Being born to a tiny family of shinobi with no talent in any of the skills necessary to become a shinobi, Might Guy was determined to become a shinobi of the Hidden Leaf Village by any means necessary, typically by enduring extreme endurance training. His father, and eternal genin, secretly mastered a technique to unlock the eight chakra gates inside is body. This, combined with his unwavering reliance and mastery in taijutsu gave both men an insane boost in power. Further unlocking the potential of this technique, Guy is able to fully unlock all eight gates, enabling him to kill even the strongest shinobi, though its use ensures he won't be too far behind them. |
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