Juubi Jinchuriki Image

Having the Jubbi Seal within the Jinchuriki giving the Jinchuriki the power to rival deities.

It gives you an unholy boost to the Jinchurikis physical attributes. (+10 to strength, dexterity and constitution)

The Jinchuriki can take on the form of the Juubi as a bonus action gaining its strength and power.

The Jinchuriki gains the ability to cast a tailed best bomb.

Tailed Beast Bomb (Recharge 5–6). The beast exhales force in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 150 (30d10) damage on a failed save, or half as much damage on a successful one.

 It awakens the Rinnegan with the Jinchuriki.

The Jinchuriki now has a fly speed of 60 ft

The Jinchuriki can cast counterspell at 8th level at will.

The Jinchuriki has limited magic immunity.

Limited Magic Immunity. Unless it wishes to be affected, Jubbi is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.

The Jinchuriki has 5 Legendary Resistances

Legendary Resistance (5/Day). If the Juubi fails a saving throw, she can choose to succeed instead.

Magic Weapons. Jubbi’s weapon attacks are magical.

The Jinchuriki can take 2 legendary actions, choosing from the options below.

1st tail: Acid (Costs 2 Actions). Juubi shoots acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

2nd tail: Lightning (Costs 2 Actions). Juubi shoots lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

3rn tail: Poison Breath (Costs 2 Actions). Juubi shoots poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

4th tail: Fire  (Costs 2 Actions). Juubi shoots fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

5th tail: Cold (Costs 2 Actions). Juubi shoots an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

6th tail: Necrotic (Costs 2 Actions). Juubi shoots necrotic in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

7th: Thunder (Costs 2 Actions). Juubi shoots thunder in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

8th: Psychic (Costs 2 Actions). Juubi shoots psychic energy in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

9th: Force (Costs 2 Actions). Juubi shoots force in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

10th: Radiant (Costs 2 Actions). Juubi shoots an radiant blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

The Jinchuriki gains a frightful presence.

Frightful Presence. Each creature of Jubbi’s choice that is within 240 feet of Jubbi and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Jubbi’s Frightful Presence for the next 24 hours.

The Jinchuriki can add 6d6 of any elemental damage to its any of its attacks.

Juubi Jinchuriki Image

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