Base Class: Monk
Become the jinchuriki of the three tails known for his devastating water abilities and his impenetrable defense this Beast will not be easy to tame
Tailed Beast Resonance
Tailed Beast Form: You gain the ability to partially transform, drawing on the power of the beast within. As a bonus action, you can enter your Tailed Beast Form, gaining temporary hit points equal to twice your Monk level and advantage on Strength checks and saving throws. This form lasts for 1 minute or until you end it as a bonus action.
Chakra Cloak: You can expend 1 Ki point to surround yourself with a cloak of chakra, granting you an additional 10 feet of movement speed and advantage on Dexterity saving throws for 1 minute.
Beasts Fury
Vicious Strikes: When you hit a creature with an unarmed strike while in your Tailed Beast Form, you can deal extra damage equal to your Martial Arts die. This can only be done once per turn.
Chakra Arms: You can manifest additional limbs of chakra for a short duration. As a bonus action, you can spend 2 Ki points to create two additional chakra arms that can make unarmed strikes, grapple, or interact with objects for 1 minute. The attacks with these arms use your normal unarmed strike damage.
Isobus Power
Enhanced Tailed Beast Form: When you enter your Tailed Beast Form, you now gain resistance to cold and piercing damage.
Water Release: Water Blast: You can unleash a powerful blast of water chakra. As an action, you can spend 3 Ki points to force all creatures in a 30-foot cone to make a Dexterity saving throw. On a failed save, they take 4d10 cold damage and are knocked prone, or half as much damage and no knockdown on a successful one.
Full Beast mode
Complete Tailed Beast Form: You can now fully transform into Isobu. As an action, you can spend 5 Ki points to transform into a powerful turtle-like beast for 1 minute. In this form, you gain the following benefits:
Your size increases to Large, and you gain temporary hit points equal to five times your Monk level.
You gain immunity to cold and piercing damage.
Your unarmed strikes deal an extra 2d8 cold damage.
You gain the ability to swim at a speed equal to your walking speed and can breathe underwater.
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