Third Mizukage (5e Creature)

Byakuren

Medium humanoid (Human), any alignments


Armor Class 18 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 18 (+4) 10 (+0)

Saving Throws Dexterity +11, Intelligence +9, Wisdom +9
Skills Stealth +11, Perception +12
Senses passive Perception 22
Languages Common
Challenge 13 (10,000 XP)


Chakra. The Third Mizukage has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Multiattack. The Third Mizukage makes three water chain attacks.

Water Chain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) cold damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The Third Mizukage may make 1 additional attack for every additional chakra point spent.

Water Gun (1 Chakra). Ranged Spell Attack: +9 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Prison (4 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 9 (1d10 + 4) magical bludgeoning damage and become restrained for 1 minute (concentration). At the end of each of its turns, the target can attempt a DC 17 Strength saving throw. On a success, the target is no longer restrained.

Water Shark Bomb (10 Chakra). Ranged Spell Attack: +9 to hit, 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning plus 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone.

Water Gun: Two Gun Style (12 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., two targets. Hit: 6 (2d6 + 4) magical piercing damage and 6 (1d12) cold damage.

Super Shark Bomb (28 Chakra). All creatures in a 10 ft. x 150 ft. line must make a DC 17 Strength saving throw. On a failure, the targets take 33 (6d8 + 4) cold damage and 11 (3d6) magical bludgeoning damage and falls prone, moving to the end of the line. On a success, they only take half as much damage.

Hidden Mist Jutsu (5 Chakra). Byakuren creates a 40 ft. radius cloud of mist. This area counts as heavily obscured for any creatures that can not cast this jutsu for 1 minute.

Vanish (2 Chakra). While lightly or heavily obsured, Byakuren becomes invisible. He remains invisible until he is no longer lightly obscured, take the attack action, or cast a jutsu.

Great Vortex (20 Chakra). All creatures in a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Water Spikes (7 Chakra). One creature within 15 feet, or 90 feet of uninterrupted water including rain, must succeed a DC 17 Dexterity saving throw or take 14 (3d6 + 4) magical piercing damage.


The Third Mizukage, Source [].

Byakuren's bodyguard and skilled shinobi, the Third Mizukage of the Hidden Mist Village succeeded Gengetsu Hozuki after his mutually assured destruction at Mu's hands. Not much is known about him.


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