Obito (5e Creature)

Obito Uchiha

Medium humanoid (Human), lawful good


Armor Class 20 (Natural Armor)
Hit Points 162 (25d8 + 50)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 14 (+2) 20 (+5) 18 (+4) 12 (+1)

Saving Throws Dexterity +15, Wisdom +15
Skills Acrobatics +10, Stealth +10, Perception +8, Deception +7,
Senses passive Perception 18
Languages Common
Challenge 17 (18,000 XP)


Chakra. Obito has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. Obito can sense chakra and magical effects within 30 feet of him.

Foresight. Obito has advantage on Dexterity and Wisdom saving throws.

Rinnegan Variant. After obtaining the Rinnegan, Obito gains the actions of Pain, as well as his features and truesight. He loses his legendary actions as well.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Hashirama Regeneration (2 Chakra). Obito regains regains 6 (1d8 + 2) hit points.

Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 17 Wisdom saving throw. On a failure, they are effected by one of the following:

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Short Range Kamui (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is transported to the Kamui Dimension. If Obito targets himself, he instead does so at the beginning of his next turn if he maintains concentration. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a DC 18 Dexterity saving throw to try to escape to a space within 15 ft of you.

Kamui Ejection (4 Chakra). Obito summons any amount of objects or creatures from the Kamui Dimension.

Kamui Phase (2 Chakra). Obito transports parts of his body to the Kamui dimension. He must spend 1 chakra at the beginning of each of his turns to continue this effect. During this time, he can not receive damage or any effect (spell effect, conditions, etc.), he can pass through objects, and he must spend 2 chakra to take an action. Creatures within the Kamui Dimension can make attacks against him with advantage, and he has disadvantage on saving throws against effects created by them.

Great Fireball (8+ Chakra). Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 36 (8d6 + 5) fire damage. Obito can deal an additional 4 (1d6) fire damage per additional chakra point spent.

LEGENDARY ACTIONS

The Obito can take 1 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. The Obito regains spent legendary actions at the start of its turn.

Izanagi (1/day). When Obito would be reduced to 0 hit points, he instead takes no damage and teleports anywhere within 15 feet of his original location.

From left to right: Obito as a child, shortly after meeting Madara, as a member of the Akatsuki, after obtaining the Rinnegan, after being unmasked, and after becoming the Ten-Tails's jinchuriki, Source [].

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