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Published by uygufguuydadsdas, 2022-08-17 05:04:31

Beasts from the east japan

Beasts from the east japan

Michael Surbrook Presents

Beasts
from the

East:
Japan

1

Beasts from the East:
Japan

Writing
Michael Surbrook

Editing
Martin Tucker

Layout
Bill Keyes

Publisher
Evil Beagle Games

Cover Art
Jacob E. Blackmon

Copyright © Evil Beagle Games 2018
Visit us at www.evilbeaglegames.com

2

History drops from the blade form into a solid mass, are
likened to the Chinese philosophical concept of
To the Japanese, their land is called Nippon yin and yang. As for Shinto itself, it is more a
or Nihon, meaning “the origin of the sun.” Due set of guidelines for living in harmony with the
to its placement as the easternmost land mass kami then a hard-and-fast religion. It has no set
relative to the rest of Asian, it is also known scriptures, no titular head, and no set prayers,
as “the land of the rising sun.” Myth has Japan although it does have numerous set rituals and
being founded in the 7th Century BCE, by the practices.
Emperor Jimmu, who created an Imperial line
that continues unbroken to the modern day. Major kami include: Amaterasu, goddess of
The Imperial house also claims to be a direct the sun and the heavens; Tsukiyomi, god of
descendant from the sun goddess Amaterasu, the night and the moon; Susanowo, god of the
although that claim was revoked following World ocean, storms, and slayer of Yamata-no-orochi,
War II. the “eight-forked serpent” (see page 51); and
Inari, the god of fertility, rice, and foxes, whose
Religion messengers are pure-white kitsune (see page
14). Other kami include tree-spirits (such as the
The original religion of Japan was Shinto, Kino-o-bake on page 12), an eater of bad dreams
with Buddhism arriving in the 6th Century CE (see the Shirokinakatsukami on page 38), and
from the kingdom of Baekje in Korea. Buddhism even a 700-mile-long fish supporting all of Japan
soon replaced Shinto, at least officially, and in its back (see Jinshin-Uwo on page 4).
for a time was the state religion of Japan. Buddhism: The arrival and rise of Buddhism
Confucianism is said to have been introduced caused some problems with reconciling Shinto
in 285 CE (also from Korea), eventually forming beliefs and Buddhist teachings, specifically
many of the common laws of Japan as well as the role of the kami. The monk Kukai resolved
its social values. After Tokugawa Ieyasu become this dilemma by declaring the kami to be just
Shogun in 1600, he used a form of Confucianism another aspect of the different Buddhas. For
to create the underlying philosophy of the example, he linked Amaterasu with Dainichi
government. Nyorai, the “Great Sun Buddha” and thus
Shinto: Usually translated to mean “way of incorporated the Shinto kami directly into
the kami,” Shinto is a form of animism. It is the Buddhist faith. Japanese Buddhism also
why Japan is given the name of Yaoyorozu no features a definitive hell, known as Yomi,
Kami, or “[land of] eight million kami.” Kami where the demoniacal Oni (page 28) torture
are spirits, found in virtually everything living sinners for their earthly misdeeds.
thing, and even those that are not (such as
mountains). The larger or greater the object, OBAKE AND BAKEMONO
the more powerful the kami, and the more In Japan all supernatural beings fall
likely it is to manifest (usually in human form)
if threatened in some way. Some kami are under the broad category of “obake” or
gods with control over such aspects of nature “bakemono,” meaning “transforming thing.”
as the sea, wind, or the sun, while others are Virtually all the Japanese creatures presented
the spirits of such mundane objects as flowers, in this book are bakemono of one sort or
trees, and swords. another. An even more specific subcategory
of obake is the yokai, or “bewitching
Shinto’s roots can be found in the spirit apparitions.” This word refers to a whole host
worship of China. The word “shinto” itself of goblins and monsters, such the kappa, nue,
has Chinese roots, while the kami Izanagi and rokuro-kubi, and the tengu (all found within
Izanami, who created the first land by dipping this product).
a great spear into the ocean and letting the

3

AMIKIRI AMIKIRI CHA
4 (-4)
An amikiri is roughly the size of a large cat or Small monstrosity, unaligned
a small dog. It is vaguely prawn-shaped, with Armor Class: 13 (natural armor)
a long narrow head and beak, large eyes, two Hit Points: 9 (2d6 + 2)
long arms ending in crab-like pincers, and a long Speed: 30 ft.
tail. A bushy mane of long hair surrounds the
creature’s head and shoulders. STR DEX CON INT WIS
Net Cutters: These small creatures are known as 5 (-3) 14 (+2) 12 (+1) 2 (-4) 7 (-2)
“net cutters,” for their tendency to cut apart
nets of all kinds, as well as fine mesh mosquito Skills: Stealth +5
netting, cords (including the ones used to lace Senses: darkvision 30 ft., passive Perception
up armor), and clothing. They are most active 8
during the summer months, coming out on Languages: —
warm nights to hunt for food and using their Challenge: 1/2 (100 XP)
sharp pincers to cut away at anything that
blocks their way. ACTIONS
Multiattack: The amikiri makes two attacks:
Because of their small size, amikiri tend to one with its beak and one with its pincers.
flee from danger, hiding under large objects and Beak: Melee Weapon Attack: +3 to hit, reach
the like. However, if cornered, it will use its 5 ft., one target. Hit: 4 (1d4 + 2) piercing
sharp claws to defend itself and can deliver a damage.
painful bite to the unwary. Claws: Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
JISHIN-MUSHI slashing damage.

Jinshin-Mushi is an enormous beetle-like Jinshin-Mushi regains spent legendary actions at
creature roughly the size of a full-grown the start of its turn.
elephant. It has ten spider-like legs ending in • Attack: Jinshin-Mushi makes one attack.
claws, a body covered in thick scales, and the • Move: Jinshin-Mushi moves up to half its
head of a dragon.
Earthquake Beetle: This creature lives deep speed.
underground, tunneling its way through the • Trembling Strike (Costs 2 Actions): Jinshin-
length and breadth of Japan. It is also known
as the “earthquake beetle,” because of the Mushi drums on the ground with all ten
tremors it creates while burrowing through the legs, triggering an earth tremor. All other
earth. Due to its huge size, the Jinshin-Mushi creatures on the ground within 60 feet
is pretty much fearless and quite aggressive, of Jinshin-Mushi must succeed on a DC 19
feeding on purple worms, mukade (Japanese Strength saving throw or be knocked prone.
giant centipedes, see page 21), and even young
dragons and the like. When attacking, it seek JINSHIN-UWO
to rend its foe with its fearsome bite, knocking
others away with mighty blows of its long legs. Jinshin-Uwo is a gigantic eel-like fish (or
catfish) some 700 miles long.
LEGENDARY ACTIONS Earthquake Fish: Jinshin-Uwo is a kami, which
Jinshin-Mushi can take 3 legendary actions, lies in the depths of the ocean, and has been
charged with carrying the islands of Japan on
choosing from the options below. Only one its broad back. This task is the whole reason
legendary action option can be used at a time for its existence. Jinshin-Uwo’s head lies under
and only at the end of another creature’s turn. the city of Kyoto, while its tail is under Aomori

4

JISHIN-MUSHI (although some say this
is the other way around,
Huge monstrosity, unaligned due to the frequency of
Armor Class: 18 (natural armor) earthquakes near Kyoto).
Hit Points: 225 (18d12 + 108) In the gardens of the
Speed: 40 ft., burrow 40 ft. shrine of Kashima the hilt
of a great granite sword
STR DEX CON INT WIS CHA (or the head of a rivet)
23 (+6) 12 (+1) 22 (+6) 3 (-4) 12 (+1) 8 (-1) can be seen. This sword
has been thrust through
Saving Throws: Dex +6, Con +11, Wis +6 the island of Japan and
Skills: Perception +6 into the body of Jinshin-
Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception Uwo, to keep the beast in
16 place and Japan firmly on
Languages: — its back. Jinshin-Uwo is
Challenge: 14 (11,500 XP) also known as Namazu, the
Legendary Resistance (3/Day): If Jinshin-Mushi fails a saving earthquake catfish.
throw, it can choose to succeed instead.
Magic Resistance: Jinshin-Mushi has advantage on saving throws The Ainu (the original
against spells and other magical effects. inhabitants of Japan),
Siege Monster: Jinshin-Mushi deals double damage to objects and call this creature moshiri-
structures. ikkwe-chep, or the “world-
Spider Climb: Jinshin-Mushi can climb difficult surfaces, including backbone-trout.” They say
upside down on ceilings, without needing to make an ability it lives in the mud at the
check base of the world, where it
Tunneler: Jinshin-Mushi can burrow through solid rock at half its is held down by two gods.
burrow speed and leaves a 10·foot·diameter tunnel in its wake. Its breathing causes the
tides, while earthquakes
ACTIONS and tsunamis are caused by
Multiattack: Jinshin-Mushi makes three attacks: one with its bite the shaking of its body.
and two with its legs. Tail Thrasher: From time
Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. to time, Jinshin-Uwo will
Hit: 22 (3d10 + 6) piercing damage. become restless, and
Leg: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. either roll its body or
Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature, thrash its tail. When it
it must succeed on a DC 19 Strength saving throw or be knocked does so, an earthquake will
prone. strike somewhere in Japan.
Create Earthquake (Recharge 6): Jinshin-Mushi drums on the These earthquakes will be
ground with all ten legs, triggering an earth tremor. All other of varying intensity and
creatures within 120 feet of Jinshin-Mushi must succeed on a DC duration, and can strike
19 Strength saving throw or be knocked prone. In addition, all anywhere and at anytime.
structures in contact with the ground within 120 feet of Jinshin- See the earthquake spell
Mushi suffer 25 points of bludgeoning damage. If a structure for more information.
drops to 0 hit points, it collapses and potentially damages nearby
creatures. A creature within half the distance of a structure’s
height must make a Dexterity saving throw. On a failed save, the
creature takes 5d6 bludgeoning damage, is knocked prone, and is
buried in the rubble, requiring a DC 20 Strength (Athletics) check
as an action to escape. The DM can adjust the DC higher or lower,
depending on the nature of the rubble. On a successful save, the
creature takes half as much damage and doesn’t fall prone or
become buried.

5

Jinshin-Uwo’s sheer size and power pushes of cucumbers, one may be able to use these
it far beyond the scope if even the most vegetables to bribe a kappa and avoid being
high-powered fantasy campaign. In truth, it attacked.
shouldn’t be thought of as a threat that needs
to be fought, but more as a critical element Bowl of Water: The kappa’s main weakness is
of an adventure. Perhaps the characters need the water held in the bowl in its head. If this
to quell the fish before it shakes its tail, or, water is spilled out, the kappa is rendered
find a way to cause Jinshin-Uwo to thrash helpless because it will become very weak
about (to destroy an invader’s castle, for and scarcely able to move. At this point, the
example). kappa is at the mercy of his attacker and will
often promise anything to avoid being killed.
Jinshin-Uwo isn’t the only enormous ocean- As kappa are known to be creatures of their
dwelling creature found in the myths and word and will keep any promises they do make,
legends if the world. The Norwegians have one can drive a very hard bargain. Spilling the
the kraken, an immense squid-like creature water from a kappa’s head is no easy task,
said to be a mile and a half in circumference, however. Kappa are very strong and reasonably
and roughly the size of a small island. The intelligent, and usually must be tricked into
Norse also believed in a monster they called spilling the water from their head. As they are
Jörmungandr, the Midgard Serpent, an very polite and honorable, bowing to the kappa
immense snake (or dragon) which encircled may work, as the kappa will probably bow
the world, making it nearly 24,000 miles in return, promptly spilling its water. Other
long. The Book of Job mentions Leviathan, ways to spill the water include grappling with
an immense sea monster. In addition, many the kappa, tripping or shoving the kappa, or
cultures have stories of vast whales that sleep knocking the kappa prone.
on the ocean’s surface, gathering sand and
plants on their backs, until they can easily be Loves Cucumbers: Kappa primarily desire
mistaken for an island. food, be it blood or cucumbers. Thus, they
can usually be placated with offerings of
KAPPA cucumbers. It is customary to write the names
of loved ones one wishes the kappa is to avoid
A kappa is a short humanoid standing about on such vegetables before tossing them into a
four feet in height. It has yellowish-green skin, pool where a kappa is known to live.
webbed fingers, yellow eyes, and a dog-like
nose. A kappa is easily identified by the turtle When hunting, kappa prefer to wait in quiet
shell on its back and a bowl-shaped depression pools and slow-moving sections of streams and
in its head filled with water. Kappa are often rivers, hoping to surprise a potential victim.
described as looking like monkeys or young Once the target is located, the kappa will leap
children. They do not wear any form of clothing. out and try to overpower any potential prey
Vampiric Water Dwellers: Kappa dwell in with its great strength, dragging the victim into
ponds, lakes, and streams where they prey the water to be consumed later. They will use
upon passersby. They drink blood (sucking it their claws if closely pressed, slashing at anyone
out of the body through the anus) and usually who attacks them. If severely wounded or hard-
attack cows and horses, attempting to drag pressed, the kappa will retreat to the safety of
the animals into the water before they feed. its watery home.
When kappa come ashore, it is often in search
of cucumbers and melons (which they love) According to some legends, kappa are known
or human women—whom they are known to for their medical skills, especially the art of
assault and rape. Due to their extreme love bone setting. They have been known to teach
this art to humans, although this instruction is
usually the result of a bargain the kappa makes

6

in order to convince the human spare its KAPPA
life.
Historical Notes: One of the more familiar Small monstrosity, lawful evil
creatures of Japanese folklore, the belief Armor Class: 15 (natural armor)
in the existence of the kappa continued Hit Points: 42 (7d6 + 18)
well into the mid-1800s, especially in Speed: 30 ft., swim 30 ft.
the more rural areas of Japan, where
many streams and rivers were thought STR DEX CON INT WIS CHA
to have their own resident kappa. 19 (+4) 15 (+2) 16 (+3) 10 (+0) 10 (+0) 12 (+1)
Although a feared menace, not all kappa
were dangerous to passersby. Japanese Saving Throws: Dex +4
folktales mention several kappa who lived Skills: Athletics +6, Medicine +2, Stealth +4
in peace with their human neighbors. Senses: darkvision 60 ft., passive Perception 10
One kappa was known to provide bowls Languages: Common
whenever a feast was planned. This Challenge: 3 (700 XP)
arrangement was obtained when the Amphibious: The kappa can breathe air and water.
kappa lost an arm trying to drag a horse Grappler: The kappa has advantage on attack rolls
into its pool. Asking the owner of the against any creature grappled by it
horse for its arm back, the kappa agreed Head Water: A kappa that fails a grapple check
not to prey on the local population any must make at a DC 13 Dexterity saving throw or
more and to provide bowls for any feasts lose its head water. A kappa that is knocked prone
the farmer planned to give. Another automatically loses its head water. A kappa that
kappa lost its head-water and was made has lost is head water has disadvantage on attack
to promise not to attack anyone from a rolls and Athletics checks.
nearby village. It lived by its word, and Outsize Strength: While grappling, the kappa is
even warned the local villages when considered to be Medium. Also, wielding a heavy
another kappa—who hadn’t made such a weapon doesn’t impose disadvantage on its attack
promise—was in the area. rolls.
Regeneration: The kappa regains 5 hit points at
KAPPA VARIANTS the start of its turn if it is immersed in water and
The kappa isn’t the only aquatic has at least 1 hit point.

humanoid said to inhabit the lakes and ACTIONS
streams of Japan. Two similar creatures Multiattack: The kappa makes three attacks: one
are the gangikozo and the hyosube. with its bite and two with its claws.
GANGIKOZO Bite: Melee Weapon Attack: +6 to hit, reach
5 ft., one willing creature, or a creature that
The gangikozo is a child-sized humanoid is grappled by the kappa, incapacitated, or
creature known to haunt lakes and other restrained. Hit: 6 (1d4 + 4) piercing damage.
large bodies of water. They are covered The target must succeed on a DC 13 Constitution
in thick hair, and some have a kappa-like saving throw or its hit point maximum is reduced
shell on their backs. Able to survive out by an amount equal to the damage taken, and the
of the water for short periods of time, kappa regains hit points equal to that amount.
gangikozo prey mostly on fish and other The reduction lasts until the target finishes a long
sea life, and are equipped with sharp teeth rest. The target dies if its hit point maximum is
and claws. reduced to 0.
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) slashing damage.

7

GANGIKOZO HYOSUBE

Small monstrosity, unaligned Medium monstrosity, neutral

Armor Class: 12 Armor Class: 13

Hit Points: 18 (4d6 + 4) Hit Points: 26 (4d8 + 8)

Speed: 25 ft., swim 25 ft. Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 14 13 6 (+0) 12 8 (-1) 15 16 14 8 (-1) 12 10
(+1) (+2) (+1) (+1) (+2) (+3) (+2) (+1) (+0)

Skills: Perception +3 Skills: Perception +3

Senses: darkvision 60 ft., passive Perception Senses: darkvision 60 ft., passive Perception
13 13

Languages: — Languages: —

Challenge: 1/4 (50 XP) Challenge: 1/2 (100 XP)

Limited Amphibiousness: The gangikozo can Amphibious: The hyousube can breathe air
breathe air and water, but it needs to be and water.
submerged at least once every 2 hours to
avoid suffocating. ACTIONS
Multiattack: The hyousube makes two fist
ACTIONS attacks.
Multiattack: The gangikozo makes two Fist: Melee Weapon Attack: +4 to hit, reach
attacks: one with its bite and one with its 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning
claws. damage.
Bite: Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) piercing SUIKO
damage. A suiko (“water child”) is the same size as
Claw: Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 3 (1d4 + 1) slashing a kappa, but lacks the signature shell and
damage. depression in the head. They are very vicious
hunters and will drag anyone they can catch into
HYOSUBE the water in order to drink their blood. Once
Hyousube are ape-like humanoids with bald they are done, the suiko will hurl the drained
body back onto shore. They are very agile in the
heads said to inhabit the island of Kyushu. They water and nearly impossible to catch. About the
are thought to be a relation of some sort to the only way to get rid of one is to place the corpse
kappa. Primarily water dwellers, the hyousube of someone killed by a suiko out on a board and
tend to move with warm weather and will let it decay in the open air. This will cause the
migrate up and down the coast as the seasons suiko to fall ill and die. A creature similar to the
change. Normally content to dwell in lakes, suiko is the kawasaru, or “water monkey.”
rivers, and streams, hyousube have been known YAMAWARO
to take up residence in abandoned homes and
temples. Normally non-aggressive, hyousube These creatures dwell in the mountains. They
are known to engage in strange dances when may be a “winter form” of kappa, or may be
spotted or surprised by humans. totally unrelated. In any case, they have the
same appearance as a kappa, but are covered
VARIANT: ARMORED GANGIKOZO in a thick coat of bristly hair and only stand
Some gangikozo have the same sort of three feet tall. Yamawaro are fairly friendly, and
if fed rice balls will help woodcutters and the
armored shells as a kappa. Gangikozo of this
sort have an armor class of 14. The Challenge:
Rating remains unchanged.

8

SUIKO Regeneration: The suiko regains 5 hit points
at the start of its turn if it is immersed in
Small monstrosity, neutral evil water and has at least 1 hit point.
Armor Class: 14
Hit Points: 39 (6d6 + 18) ACTIONS
Speed: 30 ft., swim 30 ft. Multiattack: The suiko makes three attacks:
one with its bite and two with its claws.
STR DEX CON INT WIS CHA Bite: Melee Weapon Attack: +6 to hit, reach
19 (+4) 18 (+4) 16 (+3) 6 (+0) 12 (+1) 8 (-1) 5 ft., one willing creature, or a creature
that is grappled by the suiko, incapacitated,
Skills: Athletics +6, Stealth +4 or restrained. Hit: 6 (1d4 + 4) piercing
Senses: darkvision 60 ft., passive Perception damage. The target must succeed on a DC
10 13 Constitution saving throw or its hit point
Languages: — maximum is reduced by an amount equal to
Challenge: 2 (450 XP) the damage taken, and the suiko regains hit
Amphibious: The suiko can breathe air and points equal to that amount. The reduction
water. lasts until the target finishes a long rest.
Grappler: The suiko has advantage on attack The target dies if its hit point maximum is
rolls against any creature grappled by it reduced to 0.
Outsize Strength: While grappling, the suiko Claw: Melee Weapon Attack: +6 to hit, reach
is considered to be Medium. Also, wielding a 5 ft., one target. Hit: 6 (1d4 + 4) slashing
heavy weapon doesn’t impose disadvantage damage.
on its attack rolls.

like. If treated poorly, however, the yamawaro For the most part, kasha lust after the flesh
will run away, returning later on to lay traps for of the dead and devote most of their efforts to
whomever mistreated them. They can mimic the securing fresh corpses. The birth of an infant
sound of a tree falling with perfect accuracy, kasha is greeted with great joy by the parents—
and often use this talent to frighten those they not out of any parental pride, but in the hope
don’t like. To create a yamawaro, make the the infant will die, so the parents may feast
following changes to the kappa’s character upon its body.
sheet: Clothed in Flames: Kasha like to spread
confusion when they appear and will often
KASHA do so in a manner calculated to create the
maximum amount of panic. With their power
Kasha are bestial humanoids covered in thick to cover themselves in flames, they can make
fur, with monstrous animal-like faces. They have for a fearsome sight leaping down off of a
pointed ears, bushy tails, sharp teeth, and long roof into the middle of a funeral procession.
talons. They may stink like rotting fish. If they succeed in frightening everyone away,
Eaters of Corpses: Kasha are evil ghoul-like the kasha will simply snatch up the now-
creatures noted for stealing and devouring deserted corpse and run. If not, their teeth
corpses. They tend to be most active during and claws are more than capable of tearing an
great storms, and are known to interrupt unfortunate victim to pieces.
funerals in an effort to get at a dead body
before it is cremated. Because of this, vigils KASHA VARIANTS
are often held over the body of the recently There are a number of ghoul-like creatures
deceased. Armed with bells, drums, and gongs,
family members keep up a constant racket of known to haunt the Japanese night. They
loud noise to discourage the kasha from ever include the kowai, the kurote, and the mouryou.
coming close.

9

YAMAWARO KOWAI
A kowai (lit. “fearful” or “scary”)
Small monstrosity, neutral
Armor Class: 13 is a cross of sorts between a gaki
Hit Points: 42 (6d6 + 18) (Hungry Ghost) and a ghoul. If while
Speed: 30 ft., swim 30 ft. alive a person enjoyed eating food
to the point where they would
STR DEX CON INT WIS CHA take and eat another’s meal, then
19 (+4) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 12 (+1) after death they may rise as a
kowai. These creatures have large,
Saving Throws: Dex +5 bloodshot eyes, an oversized mouth
Skills: Athletics +6, Perception +2, Stealth +4 filled with fangs, short, bristle-like
Senses: darkvision 60 ft., passive Perception 12 hairs all over their head, and only
Languages: Common two fingers on each hand. When
Challenge: 2 (450 XP) they come out at night, it is to try
Amphibious: The yamawaro can breathe air and water. and satisfy their everlasting hunger,
Grappler: The yamawaro has advantage on attack rolls leading them to break into stores
against any creature grappled by it for their stocks of food, dig through
Head Water: A yamawaro that fails a grapple check must piles of garbage and waste, and
make at a DC 13 Dexterity saving throw or lose its head even go so far as to dig up and eat
water. A yamawaro that is knocked prone automatically corpses.
loses its head water. A yamawaro that has lost is head
water has disadvantage on attack rolls and Athletics Use the ghoul to represent a
checks. kowai.
Mimicry: The yamawaro can mimic the sound of a KUROTE
falling tree. A creature that hears the sounds can tell it
is an imitation with a successful DC 14 Wisdom (Insight) The kurote dwells in sewers,
check. cesspools, and latrine pits, feeding
Outsize Strength: While grappling, the yamawaro is on human waste. Normally content
considered to be Medium. Also, wielding a heavy to remain unseen, they can become
weapon doesn’t impose disadvantage on its attack rolls. unruly and troublesome if they feel
Regeneration: The yamawaro regains 5 hit points at the insulted or neglected, and will cause
start of its turn if it is immersed in water and has at floods of sewage. They may seek
least 1 hit point. fresh meat to supplement their diet
of filth by occasionally attacking
ACTIONS those who come to use the latrines
Multiattack: The yamawaro makes three attacks: one or to dump waste in their pools.
with its bite and two with its claws. MOURYOU
Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the A mouryou (or mohryoh), is a
yamawaro, incapacitated, or restrained. Hit: 6 (1d4 + small being about the size of a three
4) piercing damage. The target must succeed on a DC year-old child. It has a dark red
13 Constitution saving throw or its hit point maximum is body, red eyes, long dangling ears,
reduced by an amount equal to the damage taken, and and oily black hair that falls past it
the yamawaro regains hit points equal to that amount. shoulders. They haunt graveyards,
The reduction lasts until the target finishes a long rest. opening up coffins in order to devour
The target dies if its hit point maximum is reduced to 0. the brains of the dead. Although
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one fearsome to look at, they can be
target. Hit: 6 (1d4 + 4) slashing damage. killed simply by striking them on the
neck with a stick of oak.

10

KASHA CHA KUROTE WIS CHA
9 (-1) 10 (+0) 9 (-1)
Medium undead, chaotic evil Medium undead, chaotic evil
Armor Class: 14 (natural armor) Armor Class: 13
Hit Points: 52 (8d8 + 16) Hit Points: 44 (8d8 + 8)
Speed: 30 ft., burrow 10 ft. Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS STR DEX CON INT
18 (+4) 16 (+3) 15 (+2) 11 (+0) 10 (+0) 14 (+2) 16 (+3) 12 (+1) 11 (+0)

Damage Resistances: necrotic Damage Resistances: necrotic
Damage Immunities: poison Damage Immunities: poison
Condition Immunities: poisoned Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception Senses: darkvision 60 ft., passive Perception
10 10
Languages: Common Languages: Common
Challenge: 4 (1,100 XP) Challenge: 2 (450 XP)
Fire Aura: At the start of each of the kasha’s
turns, each creature within 5 feet of it takes ACTIONS
5 (1d10) fire damage, and flammable objects Multiattack: The kurote makes two attacks,
in the aura that aren’t being worn or carried one with its bite and one with its claws.
ignite. A creature that touches the kasha or Bite: Melee Weapon Attack: +4 to hit, reach
hits it with a melee attack while within 5 5 ft., one creature. Hit: 9 (2d6 + 2) piercing
feet of it takes 5 (1d10) fire damage. damage.
Frightful Presence: Each creature of the Claws: Melee Weapon Attack: +4 to hit,
kasha’s choice that is within 30 feet of the reach 5 ft., one target. Hit: 7 (2d4 + 2)
kasha and aware of it must succeed on slashing damage. If the target is a creature,
a DC 13 Wisdom saving throw or become it must succeed on a DC 13 Constitution
frightened for 1 minute. A creature can saving throw against disease or become
repeat the saving throw at the end of each poisoned until the disease is cured. Every 24
of its turns, ending the effect on itself on hours that elapse, the target must repeat
a success. If a creature’s saving throw is the saving throw, reducing its hit point
successful or the effect ends for it, the maximum by 5 (1d10) on a failure. The
creature is immune to the kasha’s Frightful disease is cured on a success. The target dies
Presence for the next 24 hours. if the disease reduces its hit point maximum
to 0. This reduction to the target’s hit point
ACTIONS maximum lasts until the disease is cured.
Multiattack: The kasha makes three attacks:
one with its bite and two with its claws.
Bite: Melee Weapon Attack: +6 to hit, reach
5 ft., +6 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4)
Claw: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4)

11

MOURYOU WIS CHA KOJIN
10 (+0) 9 (-1) A kojin is a form of kino-o-bake and a
Small undead, chaotic evil
Armor Class: 12 goddess of the kitchen. They are friendly
Hit Points: 17 (5d6) and good-natured and live in enoki, or nettle
Speed: 30 ft., burrow 10 ft. trees. Japanese custom dictates old dolls are
not to be thrown in the trash, but instead
STR DEX CON INT placed amid the roots of the kojin’s tree and
13 (+2) 14 (+2) 8 (-1) 11 (+0) dedicated to her.

Damage Vulnerabilities: bludgeoning from They rarely speak, but often befriend anyone
weapons made from oak who shows them (i.e. their tree) kindness and
Damage Resistances: necrotic care. On the other hand, older trees, especially
Damage Immunities: poison ones who have been neglected, may become
Condition Immunities: poisoned dangerous and troublesome to be around.
Senses: darkvision 60 ft., passive Perception
10 These kami normally appear as beautiful
Languages: Common women. They can, however, assume other
Challenge: 1/2 (100 XP) forms, although these forms are never
exactly described. You should select several
ACTIONS suitable forms for each individual kino-o-bake.
Multiattack: The mouryou makes two attacks, Suggestions include a handsome man, an insect
one with its bite and one with its claws. (such as a cricket or praying mantis), or an
Bite: Melee Weapon Attack: +4 to hit, reach animal (such as a bird, cat, or dog). She can also
5 ft., +6 to hit, reach 5 ft., one target. Hit: merge with her tree at will, and will instantly
7 (2d4 + 2) disappear into it’s branches if surprised or
Claw: Melee Weapon Attack: +4 to hit, reach approached.
5 ft., one target. Hit: 5 (1d4 + 2) Kami Nature: As a supernatural being, the kino-
o-bake doesn’t require food, drink, or sleep,
KINO-O-BAKE and will live as long as her tree is alive.
A form of tree spirit, a kino-o-bake can also Historical Notes: Virtually any old tree (and
even some young ones) in Japan can have
appear as an attractive young woman, well- a resident kino-o-bake. Of these, the enoki
dressed, and soft-spoken. (hackberry/nettle) and the yanagi (drooping
Soul of a Tree: The kino-o-bake is similar in willow) have a reputation as housing wicked
many respects to the dryads and hamadryads of kino-o-bake and are normally avoided if at all
Greek myth. The major difference is that while possible. On the other hand, the higo (willow),
the dryad is a nymph who makes her home matsu (pine), sakura (cherry), and sumono
within the tree, a kino-o-bake is the inner (plum) trees have more positive reputations,
“soul” or “spirit” of the tree itself, come forth and there are many tales of a resident kino-o-
into the world to walk about. However, much bake from one of these trees aiding the person
like a dryad, the lifespan of a kino-o-bake in who’s garden the tree sits. For example, one
is connected directly to the condition of its kino-o-bake presented herself to a samurai and
parent tree. If this tree is cut, the kino-o-bake informed him of a treasure hidden amid her
will be hurt. If this tree is cut down, the kino- roots. Another stepped in front of a sword blow
o-bake will die. intended for the man who tended the tree,
while yet another kino-o-bake took human
Lives Within Her Tree: Often shy and retiring,
kino-o-bake are normally only seen at night
and usually keep close to their parent tree.

12

KINO-O-BAKE WIS CHA reach and emerge from a second living tree
18 (+4) 18 (+4) within 60 feet of the first tree, appearing
Medium fey, neutral in an unoccupied space within 5 feet of the
Armor Class: 14 second tree. Both trees must be Large or
Hit Points: 27 (5d8 + 5) bigger.
Speed: 30 ft.
ACTIONS
STR DEX CON INT Bo (quarterstaff): Melee Weapon Attack: +2
10 (+0) 18 (+4) 13 (+1) 14 (+1) to hit, reach 5 ft., one target. Hit: 3 (1d6)
bludgeoning damage, or 4 (1d8) bludgeoning
Skills: Perception +6, Persuasion +6, Stealth damage if used with two hands.
+6 Change Shape: The kino-o-bake magically
Damage Resistances: bludgeoning, piercing, polymorphs into a humanoid or beast that has
and slashing from nonmagical weapons a Challenge: rating equal to or less than her
Senses: darkvision 60 ft., passive Perception own, or back into her true form. She reverts
Languages: Common, Sylvan to her true form if she dies. Any equipment
Challenge: 1 (200 XP) she is wearing or carrying is absorbed or
Innate Spellcasting: The kino-o-bake’s innate borne by the new form (the kino-o-bake’s
spellcasting ability is Charisma (spell save choice).
DC 14). The kino-o-bake can innately cast In a new form, the kino-o-bake retains her
the following spells, requiring no material game statistics and ability to speak, but her
components: AC, movement modes, Strength, Dexterity,
and other actions are replaced by those of
At will: druidcraft, mending the new form, and she gains any statistics
and capabilities (except class features,
3/day each: animal friendship, goodberry, legendary actions, and lair actions) that the
speak with animals new form has but that she lacks.
Natural Shelter: The kino-o-bake magically
1/day each: lesser restoration, pass takes shelter in a tree. The kino-o-bake
without trace can’t be targeted by any attack, spell, or
other effect while Inside this shelter, and
Magic Resistance: The kino-o-bake has the shelter doesn’t impair the kino-o-bake’s
advantage on saving throws against spells and darkvision. The kino-o-bake can use its action
other magical effects. to emerge from a shelter. If its shelter is
The Kino-O-Bake’s Revenge: When a kin-o- destroyed, the kino-o-bake is forced out and
bake is killed, her slayer must make a DC appears in the shelter’s space. The kino-o-
14 Charisma saving throw, taking 28 (8d6) bake also takes damage equal to the damage
psychic damage on a failed save, or half as done to the sheltering tree.
much damage on a successful one.
Tree Stride: Once on her turn, the kino-o-
bake can use 10 feet of her movement to
step magically into one living tree within her

form and married the man who spared her from • Sunlight Sensitivity: While in sunlight, the
being cut down. As a final note, cutting down kino-o-bake has disadvantage on attack rolls,
a kino-o-bake’s tree is not without its hazards. as well as on Wisdom (Perception) checks
Those who do so may find the kino-o-bake that rely on sight.
taking its revenge, often on a family member
of the attacker. • Bakemono Resistance To Harm: Increase the
KINO-O-BAKE OPTIONS kino-o-bake’s armor class to 16 (natural
armor).
Apply any of the following to the base kino-o-
bake stat block.

13

KITSUNE and possess people), while at the age of 1000
years a spirit fox gains its full nine tails and
A kitsune is a spirit fox, a kami of great becomes a “celestial fox.”
power and unpredictability. It normally appears
as a red fox, but can freely change its shape, Most kitsune dwell in family groups. The
assuming almost any form it wishes. Most younger kitsune seem to be the most active and
kitsune prefer to turn themselves into beautiful often cause trouble in local villages. Asking the
young woman in order to better seduce mortal older kitsune to restrain and control their young
men. family members usually brings an end to any
More Tails. More Power: As a kitsune ages, it problems.
gains tails. A young kitsune has only a single Trickster Foxes: Kitsune are, simply put,
tail, while an older kitsune will have three, tricksters. They are fairly amoral and thus
five, or nine tails. Upon achieving nine tails, a don’t adhere to the human concepts of good
kitsune will turn gold, silver, or white in color. and evil. They follow their own code and
At this point, it is called a “celestial fox” and don’t care for interference from others. As
possesses unsurpassed supernatural powers. humans, kitsune tend to be malicious, playing
tricks and causing general trouble. A common
Regardless of form, a kitsune often retains a trick is to assume human form (usually of
portion of its animal nature. This can include a beautiful woman) and seduce a human.
a fox’s tail, a fur-covered body, slit or glowing Some can produce balls of fox-fire and use
eyes, pointed or fox-like ears, a fox’s feet, them to lead humans traveling after dark
claws, elongated canines, the smell of a fox astray. Naturally, as tricksters, not all of their
(instantly recognizable to dogs, who will often pranks work out as planned and a kitsune may
attack the kitsune), or the form of a man-sized sometimes find itself to be the butt of its own
bipedal fox (often the result of the kitsune joke. On the other hand, kitsune can also be
making a mistake in transforming). Even if helpful, especially to humans who aid the
the fox’s disguise is flawless, its reflection in kitsune in some fashion or otherwise act in a
a mirror or bowl of water, or its shadow will manner which pleases them. Thus, kitsune are
reveal its true nature. both feared and worshiped, especially as it is
Dwell Among Men: Kitsune dwell nearly believed some kitsune are servants of Inari, the
everywhere men do, preferring forests and god of foxes. These kitsune, known as myobu,
fields, although some have been known to live are said to dwell within certain Shinto temples,
in abandoned houses or dig burrows under protecting them from harm.
storage sheds and the like. In fox form, kitsune
will eat offerings left for them at shrines to Masters of Illusion: Because of their small size,
Inari (the Shinto god of foxes and rice) as well kitsune do not engage in physical combat if
as whatever they can acquire from their human they can help it. Of course, when one considers
neighbors. In human form, a kitsune will eat their expansive supernatural powers, they
human foods. Regardless of form, the kitsune don’t need to. Most kitsune prefer to use their
adore aburage (deep-fried tofu), their favorite powers of illusion to distract, confuse, and
food. disrupt their opponents. If they wish to strike
directly at a person, a kitsune will possess
Since they are kami (spirits), kitsune are very the mind and body of someone close to their
long lived. Lifespans of a thousand years or intended target and use that form in order to
more are considered typical, with the creature’s attack.
gaining more and more magical powers the older
they are. The number of tails a kitsune has also Possession by a kitsune is known as kitsune-
increases with age, with the first tail growing in tsuki or “fox madness.” It often occurs while the
at age 100 (along with the power to shape shift victim is sleeping or in the throes of a powerful

14

KITSUNE movement modes, Strength, Dexterity, and
other actions are replaced by those of the
Small fey (shapechanger), chaotic neutral new form, and it gains any statistics and
Armor Class: 13 capabilities (except class features, legendary
Hit Points: 54 (12d6 + 12) actions, and lair actions) that the new form
Speed: 30 ft. has but that it lacks. If the new form has a
bite attack, the kitsune can use its bite in
STR DEX CON INT WIS CHA that form.
10 (+0) 16 (+3) 13 (+1) 20 (+5) 18 (+4) 18 (+4) Illusory Appearance: The kitsune covers
itself and anything it is wearing or carrying
Saving Throws: Dex +5, Con +3, Int +7, Cha +6 with a magical illusion that makes it look
Skills: Arcana +7, Perception +6, Performance like another creature of its general size and
+6, Stealth +5 humanoid shape. The illusion ends if the
Senses: darkvision 120 ft., passive Perception kitsune takes a bonus action to end it or if it
16 dies.
Languages: Common, Sylvan
Challenge: 4 (1,100 XP) The changes wrought by this effect fail to
Innate Spellcasting: The kitsune’s spellcasting hold up to physical inspection. For example,
ability is Intelligence (spell save DC 14). the kitsune could appear to have smooth
It can innately cast the following spells, skin, but someone touching it would feel
requiring no material components: the fur. Otherwise, a creature must take
an action to visually inspect the illusion
At will: dancing lights, faerie fire, and succeed on a DC 14 Intelligence
prestidigitation (Investigation) check to discern that the
3/day each: darkness, fog cloud, kitsune is disguised.
invisibility, silent image Kitsune-tsuki (Recharge 6): One humanoid
1/day each: expeditious retreat, misty step that the kitsune can see within 5 feet of it
Magic Resistance: The kitsune has advantage must succeed on a DC 14 Charisma saving
on saving throws against spells and other throw or be possessed by the kitsune; the
magical effects. kitsune then disappears, and the target is
Nimble Escape: The kitsune can take the incapacitated and loses control of its body.
Disengage or Hide action as a bonus action on The kitsune now controls the body but
each of its turns. doesn’t deprive the target of awareness.
The kitsune can’t be targeted by any
ACTIONS attack, spell, or other effect, and it retains
Bite: Melee Weapon Attack: +5 to hit, reach its alignment, Intelligence, Wisdom, and
5 ft., one target. Hit: 4 (1d4+2) piercing Charisma. It otherwise uses the possessed
damage. target’s statistics, but doesn’t gain access
Change Shape: The kitsune magically to the target’s knowledge, class features, or
polymorphs into a humanoid or beast that proficiencies.
has a Challenge: rating equal to or less than
its own, or back into its true form. It reverts The possession lasts until the body drops to
to its true form if it dies. Any equipment it is 0 hit points, the kitsune ends it as a bonus
wearing or carrying is absorbed or borne by action, or the kitsune is turned or forced out
the new form (the kitsune’s choice). by an effect like the dispel evil and good
In a new form, the kitsune retains its game spell. When the possession ends, the kitsune
statistics and ability to speak, but its AC, reappears in an unoccupied space within 5
feet of the body. The target is immune to
this kitsune’s Kitsune-tsuki for 24 hours after
succeeding on the saving throw or after the
possession ends.

15

illusion. A kitsune that ends its possession of VARIOUS KITSUNE
the victim (either voluntarily or not), will take Depending on its exact coloration and
physical form right next to its former victim.
Once revealed as a kitsune or if exorcised from nature, the name for a specific spirit fox may
their possessed host, a kitsune will usually vary. A short list of kitsune names follows:
flee, as it has no special defenses from mortal Bakemono-Kitsune: An evil fox.
weapons. Byakko: A female white fox. Viewing one is
considered a good omen, as white foxes are
Kitsune are master shapeshifters and can thought to be servants of Inari and act as the
assume virtually any human form. Some may be god’s messengers.
able to assume any form, including inanimate Genko: A male black fox. Usually thought of
objects. Some kitsune apparently need to use a as a good omen, as black foxes are thought
human skull (worn atop the head) to turn into a to be servants of Inari and act as the god’s
human, while others can be startled back into messengers.
their normal form by a sudden blow. Kiko: A spirit fox.
Historical Notes: There are many tales of Kitsune: A general name for a fox, regardless
kitsune destroying the lives of mortal men. of its nature.
The most famous of the kitsune legends is the Koryo: A “haunting” fox.
story of Tamamo-no-mae. Also known as Hua- Kuko: A fox of the air. These are evil foxes,
yang, she was a 1,000 year-old nine-tailed and thought of in the same manner as the
fox and the wife of the Indian king Pan-Tsu. tengu (see page 47).
Through him she caused the death of over Myobu: A servant of Inari. Usually called
1,000 people. Afterwards she traveled to upon to catch and punish nogitsune (see next
China, took the name Pau-ssu, and became entry).
the wife of the Chou emperor Yu. Willing to do Nogitsune: A wild fox. At one point
anything in order to see Tamamo-no-mae smile, “kitsune” meant a messenger of Inari, while
Yu committed all sorts of despicable acts. After “nogitsune” was used to describe any fox
the Chou dynasty fell, Tamamo-no-mae flew who played pranks and performed mischief.
through the air and came to Japan. There she Reiko: A ghost fox.
joined the court of the Emperor, and caused Shakko: A red fox. Can be either good or
more people to be killed. Upon her discovery evil.
she fled the court, finally landing on Nasuno Tenko: A celestial fox over 1,000 years old
moor and becoming a large stone. Even as a with nine tails and white (or golden) fur.
stone she continues to kill, instantly slaying They are either very benevolent and wise, or
anything, man, animal, or plant, that comes very, very evil.
too close. Yako/Yakan: A fox. In Chinese folklore, a
yakan is a fox-like creature capable of
As you can see, a kitsune can be a very climbing trees and howling like a wolf.
powerful opponent for any group of characters,
regardless of the campaign setting. They are
highly intelligent, sly, and often very ruthless,
and simply figuring out who is the kitsune in
disguise (or, if there even is a kitsune present),
can be an adventure arc in and of itself.
However, not all kitsune are harmful to humans,
and some legends talk of kitsune going to great
lengths to aid a human who had done them a
kindness.

16

THE HENGEYOKAI OF JAPAN KITSUNE OPTIONS
In Japan, animals with the ability to transform Apply any of the following to the base

themselves (usually into humans) are known as kitsune stat block.
“henge.” “Yokai” is a general term for a monster • Kitsune-bi (“fox-fire”): The kitsune can
or monstrous being. Thus, “hengeyokai” are
monstrous shape-changing animals. A sampling of innately cast light at will.
such creatures includes: • Shapechanger: The kitsune can use
Badger-dog (tanuki): See the entry for Tanuki on
page 41. its action to polymorph into an object
or back into its true, fox form. Its
Cat (neko): Cat hengeyokai tend to be arrogant statistics are the same in each form. Any
and contemptuous of people. They usually assume equipment it is wearing or carrying isn’t
the form of beautiful geisha and use this shape to transformed. It reverts to its true form if
cause a great deal of strife and trouble. There is it dies.
at least one tale of a vampiric cat who assumed • Spellcasting: The kitsune is a 12th-level
human form to drain the life force of a local lord. spellcaster. Its spellcasting ability is
See page 43 for more. Intelligence (spell save DC 14, +5 to
hit with spell attacks). It requires no
Dog (inu): Dog hengayokai are very large in both material components to cast its spells.
their natural and human forms. As with normal The kitsune has the following wizard
dogs, a hengayokai dog is very loyal to its friends spells prepared:
and family, even if it’s not very bright.
Cantrips: (at will): friends, mage
Flower (kashin): Flowers tend to assume the forms hand, mending, minor illusion
of slim, beautiful women. They tend to appear to 1st level (4 slots): color spray, disguise
artists and poets. self, mage armor, magic missile
2nd level (3 slots): enlarge/reduce,
Rat (nezumi): Rat hengeyokai are sly and stealthy mirror image, phantasmal force
and not to be trusted. They prey on humans, both 3rd level (3 slots): major image,
for their riches and their flesh. phantom steed, tongues
4th level (3 slots): hallucinatory
Spiders (kumo): Also known as goblin spiders or terrain, phantasmal killer, polymorph
earth spiders, these creatures appear as huge 5th level (2 slots): animate objects,
spiders with human-like faces. In human form, modify memory
they tend to be quite beautiful and handsome, 6th slots (1 slot): programmed memory
but cold. Kumo like to eat humans and will seduce
victims with their human form in order to trap KITSUNE VARIANTS
them. See page 19 for more. The Japanese kitsune is derived from the

Trees (kodama): Trees often take the appearance Chinese hu-hsien, and legend has it the first
of beautiful young women or handsome young kitsune immigrated to Japan from China.
men. In either form, they are strong and graceful. The hu-hsien also is found in Korea, where
As with flowers, they tend to appear to artists and it is known as the kumiho. Legends of nine-
poets. See page 12 for more. tailed foxes are also found in Vietnam. Lac
Long, the legendary founder of Vietnam,
This is only a small sampling of hengeyokai. is said to have battled a nine-tailed fox,
Other animals that can shape shift into human resulting in the creation of “The Sea of the
form include carp, cranes, ducks, frogs, and Fox’s Body” near Hanoi.
monkeys.

17

HU-HSIEN FOX PEARLS
The hu-hsien, or “fox fairy” is also known as According to the Chinese, fox spirits keep

the huli jing. They can be found all over China, pearls lodged in their mouths. These pearls
but have a noted preference for graveyards, as are highly magical, and are described as
well as abandoned homes and estates. A hu- “bewitching pearls.” According to one source,
hsien gains power as it ages, and can assume a acquiring one of these pearls will make a
woman’s form at the age of 50, while at the age person “a favorite of the whole world.”
of 100 it can become a beautiful young girl, a FOX PEARL
shên-possessed wu (priest), a handsome grown Wondrous item, very rare (requires
man, or an aged white-haired man. In general, attunement)
if a hu-hsien assumes female form, she will be
beautiful and seductive, while in male form While attuned to this pearl, you gain a +5
they are handsome and learned scholars. At bonus to Charisma (Persuasion) checks.
the age of 1,000 years, the hu-hsien becomes a
“celestial fox” and flies up to heaven. • Bewilder Men: The hu-hsien can innately cast
modify memory once per day, requiring no
The hu-hsien are just a temperamental as material components.
their Japanese relations, although they tend to
be more benevolent and usually only play tricks • Foretell The Future: The hu-hsien can innately
on those who are greedy, mean, and/or deserve cast divination once per day, requiring no
their fate. The hu-hsien have extensive magical material components.
powers, including the ability to call upon the
dead, and can summon and command ghosts • Grant Good or Bad Fortune: The hu-hsien
to do their bidding. In addition, the hu-hsien can innately cast bestow curse and enhance
are said to know over events happening up to ability three times per day, requiring no
1,000 miles away, can poison a man with spells, material components.
possess men, and remove a man’s knowledge
and memories. It is also thought the creatures • Know Distant Events: The hu-hsien can
can foretell the future, are capable of granting innately cast clairvoyance three times per
either good or bad fortune, and can produce day, requiring no material components. If
flames by slapping their tail against the ground. the hu-hsien uses two of its three castings
Other powers ascribed to the hu-hsien include to cast clairvoyance, the spell has a range of
being able to fly vast distances through the 10 miles. If it uses all three castings, it has a
air (and transporting someone with it), walk range of 1,000 miles.
through walls, pass through a closed window,
and become invisible at will. • Pass Through Walls And Windows: The hu-
hsien can move through other creatures and
HU-HSIEN OPTIONS objects as if they were difficult terrain. It
Apply any of the following to the base kitsune takes 5 (1d10) force damage if it ends its
turn inside an object.
stat block to create a hu-hsien.
• Fly Through The Air: Add fly 60 ft., to the • Poison Men With Spells: The hu-hsien can
innately cast blight once per day, requiring
kitsune’s Speed. no material components.
• Become Invisible: As a bonus action, the hu-
• Command Ghosts (Recharges after a Short or
hsien can magically turn invisible until her Long Rest): As an action, the hu-hsien can
concentration ends (as if concentrating on a choose one undead that it can see within
spell). Any equipment the hu-hsien wears or 60 feet of it. That creature must make a
carries is invisible with it. Charisma saving throw against the hu-hsien
spell save DC of 14. If it succeeds, the hu-

18

hsien can’t use this feature on it again. If it They tend to have little in the way of martial
fails, it becomes friendly to the hu-hsien and skill, however, and once detected will normally
obeys the hu-hsien’s commands until the hu- flee from a confrontation. Dogs can easily smell
hsien uses this feature again. the fox-scent of a kumiho, while a sharp slap
Intelligent undead are harder to control in to the face will usually break the kumhio’s
this way. If the target has an Intelligence of concentration and allow for a momentary
8 or higher, it has advantage on the saving glimpse of its true form.
throw. If it fails the saving throw and has an
Intelligence of 12 or higher, it can repeat the To create a kumiho, change the kitsune’s
saving throw at the end of every hour until it alignment to chaotic evil, then add the
succeeds and breaks free. following to the kitsune’s stat block:
• Summon Ghost (1/Day): The hu-hsien has a Draining Life Energy: The kumiho kisses a
50 percent change of summoning 1d4 ghosts. willing creature. The target must make a DC 15
A summoned ghost appears in an unoccupied Constitution saving throw against this magic,
space within 60 feet of its summoner and taking 32 (5d10 + 5) psychic damage on a failed
acts as an ally of its summoner. It remains for save, or half as much damage on a successful
1 minute, until it or its summoner dies, or one. The target’s hit point maximum is reduced
until its summoner dismisses it as an action. by an amount equal to the damage taken. This
reduction lasts until the target finishes a long
HU MEI rest. The target dies if this effect reduces its
The hu mei are form of hu-hsien. They are hit point maximum to 0.

also known as “vulpine enchantresses” or KUMO
“bewitching were-vixens.” These fox spirits
take the form of beautiful human females and Kumo are giant spiders, who dwell in old
seek out men to seduce and destroy. They do castles, ruined temples, or in the tangled
so with the aid of powerful illusions, and have wilderness. They can take human shape, and
been known to make a human skull appear as use this form to prey on lone travelers, or those
an expensive drinking vessel, and to make cow foolish enough enter their lairs. In spider form,
urine look and smell like fine wine. To create a kumo looks like a great hairy spider, larger
a hu-mei, add the spellcasting feature to the than a man, with eyes like dinner plates, long
kitsune stat block. sharp teeth, and legs longer than a man’s. In
KUMIHO humanoid form, the kumo will look like a normal
human with no distinguishing marks.
The kumiho, or “nine-tailed fox” is also known Shapechangers and Corruptors: As intelligent
as a “goo mi ho.” They are foxes who have lived as any human, kumo are known to be cruel and
for 1,000 years and gained great supernatural malicious, some going so far as to torment their
powers. As a rule thoroughly evil and malicious, prey with terrible nightmares night after night
the kumiho’s favorite tactic is to kill a human, before finally moving in the kill. Others will
eat the corpse (or just the liver) and then take disguise themselves as priests or servants, using
their victim’s place in society. Once firmly this form to get close to their desired target
established, they will then seek to kill and before striking.
devour everyone around them, often starting Fangs and Webs: Kumo have two main
with the local livestock before moving on to weapons: their sharp fangs, and their ability to
servants and family members. spin webs. They tend to use their fangs when
attacking, biting prey and either injecting a
Kumiho like to take female form and often lethal dose of venom, or drinking their prey’s
seduce men this way, draining their life energy blood (possibly leaving their prey alive for
(known in Japan as “seki,” or sexual energy)
while engaged in intense bouts of lovemaking.

19

a repeat visit). Webs are usually used as a JOROHGUMO
defense weapon, and a kumo will spit a web at One type of kumo is the jorohgumo (also
a target if attempting to escape. Webs are also
used to hold prey until later, and a kumo’s lair known as a joro-kumo or zyorougumo),
might have tangled masses of sticky webs hung the “courtesan spider.” This creature has
all about. extremely long legs and can turn into a
beautiful geisha at will. They tend to live
KUMO OPTIONS near waterfalls or small streams. While not
Apply any of the following to the base kumo actively inimical to men, crossing one is a
good way to end up the recipient of a lethal
stat block. curse.
• Great Size: The kumo is either Huge or
• Change Size at Will (Recharges after a Short of
Gargantuan. A Huge kumo has 105 (10d12 + Long Rest): For 1 minute, the kumo magically
40) hit points and does 13 (2d8 + 4) piercing decreases its size. Anything it is wearing or
damage plus 14 (4d6) poison or necrotic carrying isn’t transformed. While decreased
damage with its bite. A Gargantuan kumo has in size, the kumo is Tiny, its movement is
145 (10d20 + 40) hit points and does 17 (3d8 halved, and it makes Dexterity checks and
+ 4) piercing damage plus 17 (5d6) poison or Dexterity saving throws with advantage.
necrotic damage with its bite. A Huge kumo
has a Challenge Rating of 4 (1,100 XP). A Web Sense: While in contact with a web, the
Gargantuan kumo has a Challenge Rating of 6 kumo knows the exact location of any other
(2,300 XP). creature in contact with the same web.
Web Walker: The kumo ignores movement
KUMO restrictions caused by webbing.
ACTIONS
Large monstrosity (shapechanger), chaotic Bite: Melee Weapon Attack: +6 to hit, reach
evil 5 ft., one creature. Hit: 8 (1d8 + 4) piercing
Armor Class: 16 (natural armor) damage plus 10 (3d6) poison damage.
Hit Points: 95 (10d10 + 40) Vampiric Bite: Melee Weapon Attack: +6 to
Speed: 30 ft., burrow 10 ft., climb 30 ft. hit, reach 5 ft., one creature. Hit: 8 (1d8 +
4) piercing damage plus 10 (3d6) necrotic
STR DEX CON INT WIS CHA damage. The target’s hit point maximum is
19 (+4) 18 (+4) 18 (+4) 10 (+0) 12 (+1) 11 (+0) reduced by an amount equal to the necrotic
damage taken, and the kumo regains hit
Skills: Perception +3, Stealth +7 points equal to that amount. The reduction
Damage Immunities: poison lasts until the target finishes a long rest. The
Condition Immunities: poisoned target dies if this effect reduces its hit point
Senses: blindsight 10 ft., darkvision 60 ft., maximum to 0.
passive Perception 13 Web (Recharge 5-6): Ranged Weapon Attack:
Languages: Common +6 to hit, range 30/60 ft., one creature. Hit:
Challenge: 4 (1,100 XP) The target is restrained by webbing. As an
Shapechanger: The kumo can use its action action, the restrained target can make a DC
to polymorph into a Medium humanoid or 14 Strength check, bursting the webbing on
back into its true form. Other than its size, a success. The webbing can also be attacked
its statistics are the same in each form. Any and destroyed (AC 10; hp 10; vulnerability
equipment it is wearing or carrying isn’t to fire damage; immunity to bludgeoning,
transformed. The kumo reverts to its true poison, and psychic damage).
form if it dies.
Spider Climb: The kumo can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

20

• Illusions And/Or Terrible Dreams: The kuno’s TSUCHI-KUMO
innate spellcasting ability is Charisma (spell
save DC 11). The kumo can innately cast Garguantuan monstrosity, chaotic evil
the following spells, requiring no material Armor Class: 16 (natural armor)
components: Hit Points: 197 (15d20 + 40)
3/day each: major image Speed: 30 ft., burrow 10 ft., climb 30 ft.
1/day each: dream (monstrous messenger
only) STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 11 (+0)
TSUCHI-KUMO
Tsuchi-kumo was an immense earth spider. Skills: Perception +5, Stealth +7
Damage Immunities: poison; bludgeoning,
Immortal and virtually immune to any metal piercing, and slashing from weapons made from
weapon, it devastated the countryside until a metal
group of brave samurai trapped it in a cave and Condition Immunities: poisoned
roasted it to death by creating a great bonfire Senses: blindsight 10 ft., darkvision 60 ft.,
at the cavern’s mouth. passive Perception 15
Languages: Common
MUKADE Challenge: 10 (5,900 XP)
Spider Climb: Tsuchi-kumo can climb difficult
The mukade is a gigantic version of the surfaces, including upside down on ceilings,
common Japanese centipede. They range in without needing to make an ability check.
size from 20 to 100 feet in length (or even Web Sense: While in contact with a web,
larger!). It has a brownish or reddish body Tsuchi-kumo knows the exact location of any
(although some have black plates), and dozens other creature in contact with the same web.
upon dozens of legs. Web Walker: Tsuchi-kumo ignores movement
Fearless Predator: Like its smaller relative, restrictions caused by webbing.
the mukade can be found all over Japan,
living deep in tangled forests, high in the ACTIONS
mountains, or in inaccessible valleys. They Bite: Melee Weapon Attack: +8 to hit, reach
eat nearly everything, and are known to 10 ft., one creature. Hit: 18 (3d8 + 5) piercing
even hunt down and kill tatsu, the Japanese damage plus 17 (5d6) poison damage.
dragon. Vampiric Bite: Melee Weapon Attack: +8 to
hit, reach 10 ft., one creature. Hit: 18 (3d8
An aggressive animal, a mukade will rush + 5) piercing damage plus 17 (5d6) necrotic
into attack, biting any prey-like item with its damage. The target’s hit point maximum is
powerful mandibles. Those who aren’t killed reduced by an amount equal to the necrotic
outright by the mukade’s jaws still have to damage taken, and the kumo regains hit points
deal with the poison it injects with each Bite: equal to that amount. The reduction lasts until
Worse yet, the mukade’s segmented body is the target finishes a long rest. The target dies
covered by heavy plates, making it virtually if this effect reduces its hit point maximum to
immune to most weapons. However, rumor 0.
has it that human saliva has special properties Web (Recharge 5-6): Ranged Weapon Attack:
when used against the mukade. +7 to hit, range 30/60 ft., one creature. Hit:
Historical Notes: In one story of a mukade, the The target is restrained by webbing. As an
Dragon King of Lake Biwa asked a samurai to action, the restrained target can make a DC
slay the mukade that had been plaguing him 16 Strength check, bursting the webbing on a
and his family. The samurai did so and was success. The webbing can also be attacked and
rewarded with The Ever-Full Rice Bag. destroyed (AC 10; hp 20; vulnerability to fire
damage; immunity to bludgeoning, poison, and
psychic damage).

21

MUKADE CHA EATING THE NINGYO’S TAIL
8 (-1) If a character eats meat from the tail of
Gargantuan monstrosity, unaligned
Armor Class: 20 (natural armor) a ningyo (either willingly or not), you will
Hit Points: 280 (17d20 + 102) need to decide which of the legends (if any)
Speed: 40 ft., burrow 20 ft. are true. Even if the legends are true, you
might want to limit who exactly can benefit,
STR DEX CON INT WIS otherwise, all of the ningyo would have been
25 (+7) 14 (+2) 23 (+6) 3 (-4) 10 (+0) hunted to extinction by people who wished
for immortality. One way to discourage
Saving Throws: Dex +7, Con +11, Wis +5, Cha wanton slaughter of the ningyo is to make
+4 immortality a very rare result, instead have
Skills: Perception +5 most people die (usually in great pain), or
Damage Vulnerabilities: bludgeoning, turn into mindless monsters. For those that
piercing, and slashing from weapons coated do survive, they gain the following:
in human salvia • Increase the character’s Charisma score by
Damage Immunities: poison
Condition Immunities: poisoned 2, to a maximum of 22.
Senses: blindsight 60 ft., passive Perception • The character stops aging and is now
15
Languages: — immune to any effect that would age the
Challenge: 14 (11,500 XP) character. In addition, the character can’t
die from old age.
ACTIONS • The character regains 5 hits points at the
Bite: Melee Weapon Attack: +11 to hit, reach start of its turn. If the character takes acid
15 ft., one target. Hit: 46 (6d12 + 7) piercing or fire damage, this trait doesn’t function
damage plus 17 (5d6) poison damage. If the at the start of the character’s next turn.
target is a creature, it is grappled (escape The character dies only if it starts its turn
DC 20). Until this grapple ends, the target with 0 Hit Points and doesn’t regenerate
is restrained, and the mukade can’t bite According to Japanese legend, the Buddhist
another target. nun Yaobikuni (lit. “nun of 800 years”) ate the
flesh of a ningyo and lived to be more than
NINGYO 800 years old.

Ningyo are the mermaids (and mermen) fish and small crustaceans for their food. Most
of Japan. They appear either as traditional live as simple gathers, and have no natural
mermaids, with a human head and torso atop a weapons. Some, however, do have sharp teeth
fish’s tail, or as a large fish with a human’s head. and claws, and are quite capable of defending
In either case the human portion will have highly themselves. It is also possible the ningyo use
attractive features. However, one description of hand-to-hand weapons, such as daggers or
the ningyo presents a far less appealing picture. spears.
While it has the same half-woman, half-fish
shape of the regular ningyo, the rest of the body Occasionally they come ashore to relax in the
is described as thus: long red hair, eyebrows sun and brush out their hair. However, doing
that connect in the middle, a protruding lower so can be hazardous for the ningyo, as it is
jaw, a monkey-like mouth, fishlike teeth, golden said anyone who eats the flesh of the ningyo’s
scales, and a cry that sounds like “the whistle of fishtail will become immortal. Thus, they are
a lark.” occasionally captured and killed by humans
Hunted for their Tails: Ningyo are coastal seeking to live forever. However, eating the flesh
dwellers, living in thick kelp beds and hunting

22

MONSTERS OF THE JAPANESE OCEAN of the ningyo has its risks. Some
Awabi: This is an immense abalone the size of a man (or legends state immortality (and
larger). They have a thick, armored shell, can cling tightly great beauty) will only be granted
to any rocky surface, and move with all the swiftness of to women, while any man who
the average snail. They are known to glow brightly, live eats the flesh of the ningyo will
for more than 1,000 years, and can control the weather, die (or be turned into a hideous
summoning storms to punish unwise fishermen who disturb monster).
them. Portent of the Future: These
creatures are said to be
Isohime: An isohime (“sea-princess”) is similar in many benevolent and peaceful beings,
respects to the ningyo, except much, much larger. who tend to avoid human
They come out during storms, seeking the survivors of contact. Some consider sighting
shipwrecks in order to devour them. a ningyo to be a sign of good luck
to come, while others say the
Mizuti: These creatures are water-dwelling giant arrival of a ningyo at the surface
constrictor snakes. They are capable of summoning vast foretells some form of civil strife
storms if they so desire. or open war.

Namazu: A namazu is a giant catfish. They are found in NINGYO OPTIONS
lakes, ponds, rivers, and streams, and even the ocean Apply any of the following to the
(Jinshin-Uwo is a namazu of almost inconceivable size). base ningyo stat block.
Highly intelligent, many namazu can speak and even
assume human form. Due to their great size they are highly • Human-Headed Fish: Change
prized by fishermen. Ignoring the warnings of the namazu Speed to 0 ft., swim 40 ft.
and killing one has its perils, however, and the slayer of a
namazu will often be visited by a curse—such as a flood or • Add Aquan to the list of
a storm. languages the ningyo speaks.

Umibouzu: Often seen during storms and rough weather, • Bite: Melee Weapon Attack:
the umibouzu are immense dark-bodied giants with baleful +3 to hit, reach 5 ft., one
red eyes and a mouth that stretches from ear to ear. They target. Hit: 4 (1d6 +1) piercing
are known to rise out of the water and overturn ships. damage.
They may have either arms or tentacles, and might be an
immense form of octopus or squid. • Claws: Melee Weapon Attack:
+3 to hit, reach 5 ft., one
Umi-nyoubou: Umi-nyobou looks like a human woman target. Hit: 4 (1d6 +1) slashing
covered in fine fish scales. Her fingers and toes are damage.
webbed, while other fins may run along her arms and legs.
• Multiattack: The ningyo makes
Yofuné-Nushi: Another sea-dwelling and water-breathing two attacks: one with its bite
giant constrictor snake, Yofuné-Nushi demanded the and one with its claws.
sacrifice of a young maiden every June 13th. If refused he
would summon a great storm to smash the fishing fleet.
This continued until a woman named Tokoyo armed herself
with a long knife, leapt into the sea and stabbed Yofuné-
Nushi in the right eye. As the giant white snake reared
back in pain, Tokoyo then put her blade in the creature’s
heart.

23

NINGYO CHA usually create this cloud around itself before
13 (+2) taking to the air.
Medium humanoid (ningyo), neutral
Armor Class: 12 Nue have two major forms of attack; the first
Hit Points: 13 (2d8 + 4) is through dreams, the second physically, with
Speed: 10 ft., swim 40 ft. claws and teeth. While surrounded by its black
mist cloud the nue will float over a victim’s
STR DEX CON INT WIS home, sending nightmarish dreams, leaving
13 (+1) 14 (+2) 15 (+2) 11 (+0) 11 (+0) the victim tired and drained of energy. Those
who seek to stop the nue through force of arms
Skills: Perception +2 must then deal with its sharp teeth and terrible
Senses: darkvision 60 ft., passive Perception claws. Worse yet, the nue’s tail is a snake,
12 complete with a head and venomous fangs.
Languages: Common Because of this, the nue likes to plunge into the
Challenge: 1/4 (50 XP) middle of its foes, allowing it to attack from
Amphibious: The ningyo can breathe air and all sides. However, unlike many multi-headed
water. animals, the nue’s tail has no control over the
actions of the main body, and if the main body is
ACTIONS killed, it will die as well.
Tail: Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 3 (1d4 +1) bludgeoning NUKE-KUBI
damage.
Spear: Melee or Ranged Weapon Attack: +3 A nuke-kubi is a dangerous and malignant
to hit, reach 5 ft. or range 20/60 ft., one goblin whose name means “sliding neck.” By
target. Hit: 4 (1d6 + 1) piercing damage, or day, they live quietly among normal humans, but
5 (1d8 + 1) piercing damage if used with two at night the nuke-kubi separate their heads from
hands to make a melee attack. their bodies (hence their name), and fly forth
in search of food—usually insects and grubs, but
NUE they prefer human meat if they can get it!
Hide Among Humanoids: A nuke-kubi can look
Descriptions of the nue vary, but most agree it like any humanoid race, male or female,
has the head of a monkey or a tiger, the body of young or old. They will wear clothing and
a tiger, and a snake for a tail. Some describe it carry equipment appropriate to their chosen
as a form of bird, with a monkey’s head, a dog’s occupation. A detached nuke-kubi head will
body, the claws of a tiger, a snake for a tail, and have a smooth, bloodless stump of a neck, with
an eagle’s wings. a matching stump on the body. Around the base
of the head’s neck will be a series of mystical
Bringer of Darkness and Nightmares: The nue is kanji in red.
a solitary nocturnal creature, known to dwell
in forests and the wilderness. At night it comes To the casual viewer, a nuke-kubi is simply a
out to seek its prey, which often includes hardworking fellow citizen, a guise they greatly
humans. They are cruel beasts, and are known encourage so as to not rouse suspicion. Well-
to torment a single victim night after night, mannered and polite, a nuke-kubi will often
apparently feeding on the target’s fears. explain his excellent social skills as the result
of a noble upbringing, and his poor lower-
Due to the wide variety of powers they class surroundings as the stemming from the
possess, nue can be highly dangerous opponents. misfortunes of war and intrigue, hoping to gain
As they can fly, they often lurk on the peaks sympathy from the listener. Always in search
of roofs or high in the trees, dropping down of prey, a nuke-kubi will go so far as to invite
on unsuspecting passersby. In addition, a nue a lone traveler to spend the night in his home,
can cause a black cloud of mist to form around
its body, disguising its shape and form. It will

24

NUE ACTIONS
Multiattack: The nue makes three attacks,
Large monstrosity, chaotic evil one with its bite, one with its claws, and one
Armor Class: 14 (natural armor) with its snake tail.
Hit Points: 85 (10d10 + 30) Bite: Melee Weapon Attack: +5 to hit, reach
Speed: 30 ft., flying 60 ft. 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage.
STR DEX CON INT WIS CHA Claw: Melee Weapon Attack: +5 to hit, reach
17 (+3) 16 (+3) 17 (+3) 8 (-1) 14 (+2) 10 (+0) 5 ft., one target. Hit: 7 (1d8 + 3) slashing
damage.
Saving Throws: Snake Tail: Melee Weapon Attack: +S to hit,
Skills: Perception, Stealth reach 10 ft., one creature. Hit: 6 (1d6 + 3)
Damage Immunities: poison piercing damage, and the target must make
Condition Immunities: poisoned a DC 15 Constitution saving throw, taking 21
Senses: darkvision 60 ft., passive Perception (6d6) poison damage on a failed save, or half
Languages: — as much damage on a successful one.
Challenge: 5 (1,800 XP) Invoke Nightmare (Recharges after a Short or
Cloud of Blackness: While in dim light or Long Rest): The nue taps into the nightmares
darkness, the nue can take the Hide action as of a creature it can see within 60 feet
a bonus action. of it and creates an illusory, immobile
Detect Dreamers: The nue can magically sense manifestation of the creature’s deepest
the presence of sleeping creatures capable fears, visible only to that creature. The
of dreaming up to 5 miles away. It knows the target must make a DC 15 Intelligence saving
general direction they’re in but not their throw. On a failed save, the target takes 11
exact locations. (2d10) psychic damage and is afraid of the
Keen Smell: The nue has advantage of Wisdom manifestation, believing it to be real. The
(Perception) checks that rely on smell. nue must concentrate to maintain the illusion
Pounce: If the nue moves at least 20 feet (as if concentrating on a spell), which lasts
straight toward a creature and then hits it for up to 1 minute and can’t be harmed. The
with a claw attack on the same turn, that target can repeat the saving throw at the end
target must succeed on a DC 13 Strength of each of its turns, ending the illusion on a
saving throw or be knocked prone. If the success, or taking 11 (2d10) psychic damage
target is prone, the nue can make one bite on a failure.
attack against it as a bonus action.

acting the part of a hospitable host, at least As supernatural beings, nuke-kubi cannot
until the victim falls asleep, at which point the tolerate the sound of prayer or of Buddhist
nuke-kubi will rise and tear his guest to pieces. sutras being chanted, and will stay far away
Flying Head: At nightfall, a nuke-kubi will lay from anyone who is doing so. They also must
his body down and detach his head from his rejoin with their bodies come sunup, and will
body, leaving behind a smooth stump (on both quickly die it they cannot, striking the ground
the head and the body). The head will then fly three times and panting in fear before death.
off in search of food, moving in virtual silence
through the air. Anything it can catch (such as
a human) will be devoured by the sharp teeth
and strong jaws. In fact, the nuke-kubi’s jaws
are so strong, his mouth often cannot be forced
open, even if the head is killed.

25

NUKE-KUBI CHA NURE-ONNA
14 (+2)
Medium monstrosity, neutral evil A nure-onna has the body of a great serpent,
Armor Class: 12 a pair of human-like arms covered in fine scales,
Hit Points: 33 (6d8 +6 ) claws on her fingers, and a narrow-featured
Speed: 30 ft. face with snakelike eyes and fangs. The scales
can be of any color, and may be patterned as
STR DEX CON INT WIS well. Nure-onna have extremely long tresses
13 (+1) 14 (+2) 13 (+1) 13 (+1) 11 (+0) of night-black hair, easily reaching lengths of
five to six feet or more. In human form, a nure-
Skills: Deception +4, Insight +2, Stealth +4 onna appears as an attractive female with long
Senses: darkvision 60 ft. passive Perception 10 beautiful hair falling well past her waist.
Languages: Common Hair Washers: Nure-onna (lit. “woman who
Challenge: 1/4 (50 XP) becomes wet”) are immensely long snake-
Ambusher: The nuke-kubi has advantage women. Some are reclusive and resent any
on attack rolls against any creature it has attempt to disturb them, others are more
surprised. inimical, and actively hunt down and feed on
Head Separation: As an action, the nuke-kubi humanoids. They are normally found in human
separates its head from its body. The head form, washing their long hair by the shore
considered Tiny, has AC 14, 10 hit points, a of any large body of water. If approached
ground Speed of 0, and fly 35 ft. The body left the nure-onna will assume her natural form,
behind is considered unconscious. which is usually enough to frighten off any
Nuke-kubi Weaknesses: The nuke-kubi has the strangers and will allow her to return to her
following flaws: hair washing. When not washing their hair they
dwell in and around rivers and lakes, often
Can’t Tolerate Sound of Prayer: A nuke-kubi in remote areas. As they are all (apparently)
that can hear prayers and other religious female, how they reproduce is unknown.
chants must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. The Trial of the Child: All nure-onna are
A frightened nuke-kubi can repeat the equipped with sharp claws and fangs, and can
saving throw at the end of each of its turns, easily crush a tree in the coils of their long
ending the frightened condition on itself tails (which may reach lengths of 300 meters!).
on a success. If a nuke-kubi’s saving throw Some are said to be able to drain a person’s
is successful or the effect ends for it, the blood at a distance -- a power common to
nuke-kubi is immune to that particular set of those nure-onna who feed on human flesh. As
chants and prayers for the next 24 hours. they can change their shape, some will remain
Must Reform At Dawn: A nuke-kubi that in human form if approached, allowing them
hasn’t reconnected its head to its body by to surprise a would-be attacker if needed.
sunup, dies one minute after sunrise. Occasionally, nure-onna are found carrying a
Unbreakable Grip: The nuke-kubi has advantage child-sized bundle while traveling or washing
on any Strength checks made to separate it their hair. Anyone, who in a moment of
from a target it is attached to. chivalry, asks if they may relieve the nure-
onna of their burden, will be given the bundle,
ACTIONS which contains a child. However, whoever
Bite: Melee Weapon Attack: +4 to hit, reach carries the bundle must do so with the utmost
5 ft., one creature. Hit: 4 (1d6 + 1) piercing care, or else the child will be revealed to be a
damage, and the nuke-kubi attaches to the simple illusion and the bundle will get heavier
target. While attached, the nuke-kubi doesn’t and heavier rendering the person carrying it
attack. Instead, at the start of each of the
nuke-kubi’s turns, the target loses 4 (1d6 + 1)
hit points as the nuke-kubi rends the target’s
flesh.

26

NURE-ONNA OF THE NORTH NURE-ONNA
In northern Japan the nure-onna is said
Huge monstrosity (shapechanger), any
to dwell along wind-swept coasts. There neutral alignment
she haunts the beaches, picking among the Armor Class: 16 (natural armor)
seaweed, driftwood, and other wave-tossed Hit Points: 147 (14d12 + 56)
detritus for such edible items as dead fish Speed: 40 ft., swim 40 ft.
and crabs. Often seen during storms, she is
greatly feared by fishermen, who will avoid STR DEX CON INT WIS CHA
any spot where she is even rumored to haunt. 22 (+6) 18 (+4) 19 (+4) 15 (+2) 15 (+2) 16 (+3)
In addition, this form of nure-onna may
appear as a snake topped with an attractive Saving Throws: Int +5, Wis +5, Cha +6
woman’s head and long flowing hair. Skills: Stealth +7
Senses: darkvision 60 ft., passive Perception
The northern nure-onna as also known 12
as iso-onna (iso = “sea shore,” onna = Languages: Common
“woman”). They are described a beautiful Challenge: 7 (2,900 XP)
women with long flowing hair that falls to the Shapechanger: The nure-onna can use
ground. Eternally soaked to the skin, their its action to polymorph into a Medium
lower bodies are described as being misty and humanoid, or back into her true form. Other
“dim.” Iso-onna is far more malicious than than her size, her statistics are the same in
the nure-onna, capturing men with her long each form. Any equipment she is wearing or
hair and drinking their blood. carrying isn’t transformed. She reverts to
her true form if she dies.

unable to move. At this point, the nure-onna, ACTIONS
angered at the disrespect shown her “child” Multiattack: The nure-onna makes three
will move in for the attack… attacks: one with its bite, one with its claws,
and one to constrict.
NURE-ONNA OPTIONS Bite: Melee Weapon Attack: +9 to hit, reach
Apply any of the following to the base nure- 5 ft., one creature. Hit: 7 (1d6 +4) piercing
damage.
onna stat block. Claws: Melee Weapon Attack: +9 to hit,
• Greater/Smaller Size: The nure-onna is either reach 5 ft., one creature. Hit: 11 (2d6 +4)
slashing damage.
Gargantuan or Large. A Gargantuan nure- Constrict: Melee Weapon Attack: +9 to hit,
onna has 203 (14d20 + 56) hit points and reach 20 ft., one creature. Hit: 17 (2d10 +
does 20 (3d10 + 4) bludgeoning damage with 4) bludgeoning damage, and the target is
its constrict. A Large nure-onna has 133 grappled (escape DC 17). Until this grapple
(14d10 + 56) hit points and does 9 (1d10 + ends, the creature is restrained, and the
4) bludgeoning damage with its constrict. A nure-onna can’t constrict another target.
Gargantuan nure-onna has a Challenge Rating
of 8 (3,900 XP). A Large nure-onna has a damage taken. The reduction lasts until the
Challenge Rating of 6 (2,300 XP). target finishes a long rest. The target dies if
• Amphibious: The nure-onna can breathe air this effect reduces its hit point maximum to
and water. 0.
• Drain Blood: Ranged Spell Attack. +7 to hit, • Enormously Long Tail: Increase the reach on
range 60 ft., one target. Hit: 3d6 necrotic the nure-onna’s constrict to 40 ft.
damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic

27

• Nure-Onna’s Child: The nure-onna hands ONIBI
the target a bundle of swaddling clothing This is “oni fire.” Often seen on rainy or
covered with a magical illusion so that it
appears to contain an infant. The effect ends stormy days, onibi is a ball of fire floating in
if the nure-onna takes a bonus action to end the air. An onibi can appear in a wide variety
it or if she dies. of colors, and will often meander aimlessly
This illusion will fail to hold up to physical about, sometimes vanishing silently, other
inspection and if the swaddling cloth is times with a loud bang. You should avoid
unraveled, no child will be found. Otherwise, touching one, as some onibi will place a curse
a creature must take an action to visually on anyone who dares disturb its flight.
inspect the illusion and succeed on a DC 16
Intelligence (Investigation) check to discern on humans. Although otherworldly spirits, oni
that the swaddling cloth is empty. have large appetites for many forms of earthly
pleasures and are known to partake in food
• Nure-Onna’s Child Revealed: When the (such as people) and drink (they especially love
illusion of the nure-onna’s child is revealed, saké) to great excess.
the creature carrying the bundle must Troublemakers: The prime purpose of a oni is to
make a DC 16 Constitution saving throw or cause trouble. They like to spread disease and
become paralyzed. The target can repeat misery, and are always on the lookout for those
the saving throw at the end of each of its who have sinned against the Buddhist faith so
turns, reducing its Strength score by 1d4 on a they can take them to Yomi to receive their
failure, or ending the paralysis on itself with just punishments. Oni also have a great liking
a success. The target dies if this reduces its for human women, and will bring any they
Strength to 0. Otherwise, the reduction lasts catch back to their lair to satisfy their perverse
until the target finishes a short or long rest. lusts.

• Venomous Bite: The bite of a nura-onna does The traditional weapon of an oni is a huge
an additional 14 (4d6) poison damage. tetsubo, an iron-plated staff some six or
seven feet long. With this they will smash
ONI anything in their path, be it a wall, door, or a
person. Instead of the tetsubo, other oni may
Oni are large humanoids standing some nine carry giant-sized naginata (glaive), nagamaki
feet in height. Their skin ranges from red to (longsword), no-dachi (greatsword), or yari
pink, blue, gray, or green, while their hair is (spear). Some may even wear armor, such as a
usually black and tangled. They usually have splint do (breastplate) or a splint kote (armored
three clawed fingers and three toes, and two sleeve). Due to their size and strength, oni tend
long horns on their heads. Their clothing is to be fearless, and won’t flee from an encounter
traditionally a tiger-skin loincloth, although unless greatly outnumbered or severely
they will also wear the hides of other animals, wounded.
as well as bits of human clothing and armor (if
possible). No two oni look exactly alike, and It is said some oni can become invisible, while
many are known to have almost animalistic others are able to assume human form in order
faces, while the exact number of horns and eyes to cause even greater mischief and trouble. A
ranges from one to four. few could even know spells. As spirits of the
Guardians of the Underworld: Oni are creatures underworld, oni may not be able to be killed in
of Yomi, the Japanese underworld. They are a the normal manner. You may wish to give the oni
form of supernatural spirit, and dwell either a regeneration talent akin to that of the troll to
in Yomi, tormenting sinners, or in the mortal reflect this.
world, causing trouble and wrecking havoc

28

ONI Prone To Intoxication: The oni has
disadvantage on any Constitution check made
Large fiend, chaotic evil to avoid any debilitating effects of alcohol.
Armor Class: 13 (natural armor)
Hit Points: 102 (12d10 + 36) ACTIONS
Speed: 30 ft., fly 30 ft. Multiattack: The oni makes two attacks,
either one with its bite and one with its claws
STR DEX CON INT WIS CHA or two with its tetsubo.
19 (+4) 13 (+1) 17 (+3) 8 (-1) 8 (-1) 14 (+2) Bite: Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) piercing
Saving Throws: Str +7, Dex +4, Con +6, Cha +5 damage.
Skills: Perception +2 Claws: Melee Weapon Attack: +7 to hit, reach
Senses: darkvision 60 ft., passive Perception 5 ft., one target. Hit: 8 (1d8 + 4) slashing
11 damage.
Languages: Common, Infernal Tetsubo: Melee Weapon Attack: +7 to hit,
Challenge: 5 (1,800 XP) reach 10 ft., one target. Hit: 13 (2d8 + 4)
Magic Resistance: The oni has advantage bludgeoning damage.
on Saving Throws against spells and other
magical effects.

ONI OPTIONS • Larger Fangs: Increase the oni’s bite to 9
Apply any of the following to the base oni stat (1d10 + 4) piercing damage.
block.
• Multiple Arms: Add an additional claw attack
• Armored Form: The oni wears a splint do. for each additional arm the oni has.
Increase its armor class to 15 (breastplate).
ONI VARIANTS
• Multiple Heads (two or more): The oni has Oni are just one of a large number of giants,
advantage on Wisdom (Perception) checks
and on saving throws against being blinded, goblins, and ogres said to haunt the wilds of
charmed, deafened, frightened, stunned, Japan.
and knocked unconscious. DAIDARA-BOCHI

• Wakeful (requires Multiple Heads): When one The daidara-bochi are humanoid giants of
of the oni’s heads is asleep, one of its other tremendous size. Solitary beings, they dwell
heads is awake. in the mountains, often in caves they’ve dug
themselves. Some daidara-bochi like to build
• Shapechanger: The oni can use its action to huge cairns of rock and earth, and one such
polymorph into a Small or Medium humanoid, giant is credited with creating Mt. Fuji, while
or back into its true form. Its statistics, other the resulting hole, formed from the excavated
than its size, are the same in each form. earth, became Lake Biwa.
Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it Use the stone giant to represent a daidara-
dies. bochi.
GYUKI
• Superior Invisibility: As a bonus action, the
oni can magically turn invisible until its A gyuki is an oni with a the head of a bull.
concentration ends (as if concentrating on Like many oni, they are cruel and savage, and
a spell). Any equipment the oni wears or seek out humans in order to feed on them. Aside
carries is invisible with it. from the standard oni characteristics of great
strength and toughness, they have the power
to assume the form of a beautiful woman—

29

the better to get close to a potential victim. HANNYA
Interestingly, gyuki cannot help humans in any
way, if they do, they will melt into a noxious Medium fiend, chaotic evil
sludge. Armor Class: 15 (natural armor)
Hit Points: 90 (12d8 + 36)
Add the following to the oni to create a gyuki. Speed: 30 ft., fly 60 ft.
• Amphibious: The gyuki breathes both air and
STR DEX CON INT WIS CHA
water. 19 (+4) 15 (+2) 17 (+3) 10(-1) 12 (+1) 14 (+2)
• Charge: If the gyuki moves at least 20 feet
Saving Throws: Dex +6, Con +5, Wis +3, Cha
straight toward a target and then hits it with +4
a gore attack on the same turn, the target Skills: Perception +3
takes an extra 9 (2d8) piercing damage. If Senses: darkvision 60 ft., passive Perception
the target is a creature, it must succeed on 13
a DC 15 Strength saving throw or be knocked Languages: Common, Infernal
prone. Challenge: 4 (1,100 XP)
• Shapechanger: The gyuki can use its action to Charge: If the hannya moves at least 20 feet
polymorph into a Medium female humanoid, straight toward a target and then hits it with
or back into its true form. Its statistics, other a gore attack on the same turn, the target
than its size, are the same in each form. takes an extra 5 (2d4) piercing damage. If
Any equipment it is wearing or carrying isn’t the target is a creature, it must succeed on
transformed. It reverts to its true form if it a DC 15 Strength saving throw or be knocked
dies. prone.
• Gore: Melee Weapon Attack: +7 to hit, reach Magic Resistance: The hannya has advantage
5 ft., one target. Hit: 13 (2d8 + 4) piercing on saving throws against spells and other
damage. magical effects.
Magic Weapons: The hannya’s weapon
HANNYA attacks are magical.
Women who are driven insane from jealousy
ACTIONS
or those who die while suffering from some Multiattack: The hannya makes two claw
form of mental illness run the risk of being attacks.
transformed and/or reborn as a hannya. These Claws: Melee Weapon Attack: +6 to hit,
monsters have faces twisted in anger and rage, reach 5 ft., one target. Hit: 13 (2d8 + 4)
large fangs, long horns, and ice-blue burning slashing damage.
eyes. However, their most prominent feature Gore: Melee Weapon Attack: +6 to hit, reach
are their terrible Claws: Capable of slashing 5 ft., one target. Hit: 9 (2d4 + 4) piercing
through armor, stone, and flesh alike, these damage.
iron-hard fingernails can be upwards of a foot Kiai: The hannya emits a terrible scream
long. Normally found in Jigoku (i.e. one of the audible within 300 feet. One creature the
Buddhist hells), hannya will often venture to hannya can see within 60 feet if it must
this world in search of men who are unfaithful make a DC 15 Constitution saving throw,
to their wives (a hannya’s favorite prey), young taking 22 (4d10) thunder damage on a failed
children, and infants. When they do find prey, a save, or half as much on a successful one.
hannya will slash it to ribbons with their claws,
gore with their horns, and emit bone-shattering
kiai (shouts).

30

KIJO YAMA-ONNA
Kijo are ogres found in the woods of Japan.
Large giant, chaotic evil
They are covered in shaggy hair and have ape- Armor Class: 13 (natural armor)
like faces and large teeth. Kijo tend to haunt Hit Points: 123 (13d10 + 52)
the wooded mountainsides, often stealing food Speed: 40 ft.
from villages. They will also follow travelers,
watching from a distance and vanishing into the STR DEX CON INT WIS CHA
forest if approached. 20 (+5) 11 (+0) 18 (+4) 9 (-1) 9 (-1) 16 (+3)

Use the ogre to represent a kijo. Skills: Perception +1
Senses: darkvision 60 ft., passive Perception
ONIBABA 11
These creatures are female oni, much like the Languages: Giant
Challenge: 4 (1,100 XP)
hannya. They have the appearance of a gentle Keen Smell: The yama-onna has advantage
old woman during the day, but assume their true on Wisdom (Perception) checks that rely on
form at night. They are found in the mountains smell.
and remote villages, going out at night to hunt
down travelers in order to eat them. Although ACTIONS
they cannot fly, onibaba can run very fast and Multiattack: The yama-onna makes two
physically chase down their prey. attacks, only one of which can be a bite
attack.
Make the following changes to the oni stat Unarmed Strike: Melee Weapon Attack: +7 to
block to create a onibaba. hit, reach 10 ft., one creature. Hit: 16 (2d10
• Increase Speed to 50 ft., and remove fly 30 + 5) bludgeoning damage. Instead of dealing
damage, the yama-onna can grapple the
ft. target (escape DC 15).
• Remove Prone to Intoxication. Bite: Melee Weapon Attack: +7 to hit, reach
• Shapechanger: The onibaba can use its 5 ft., one willing creature, or a creature that
is grappled by the yama-onna, incapacitated,
action to polymorph into a Medium female or restrained. Hit: 14 (2d8 + 5) piercing
humanoid, or back into its true form. Its damage. The target must succeed on a DC
statistics, other than its size, are the same 15 Constitution saving throw oe the target’s
in each form. Any equipment it is wearing or hit point maximum is reduced by an amount
carrying isn’t transformed. It reverts to its equal to the damage taken, and the yama-
true form if it dies. onna regains hit points equal to that amount.
The reduction lasts until the target finishes
YAGYOU-SAN a long rest. The target dies if this effect
Yagyou-san is another form of oni. His body reduces its hit point maximum to 0.

is covered with a thick coat of bristly hair onna are known to capture humans in order to
and he has only a single eye in his face. He drink their blood.
appears near midnight, riding on a headless YAMA-OTOKO
horse. Each New Year’s Eve he will ride across
the countryside, kicking out at anyone he Yama-otoko are male mountain-dwelling
encounters on the road. Anyone struck will humanoids similar in many respects to the kijo.
usually be hauled off to be devoured. They stands well over seven feet height with
a body covered in hair. Their clothing, if they
YAMA-ONNA bother to wear any, consists of strips of bark and
These female mountain giants stand a full woven leaves. Despite a frightening appearance,
the yama-otoko are friendly, and have been
12 to 14 feet in height. Beautiful in face and
figure, they have skin so pale it appears white
and hair so long it reaches the ground. They are
dangerous to approach, however, as the yama-

31

YAMA-UBA ACTIONS
Multiattack: The yama-uba makes three
Medium fey, neutral evil melee attacks: one with its bite, one with its
Armor Class: 13 (natural armor) claws, and one with either its long white hair
Hit Points: 102 (12d8 + 48) or its snake hair. If the yama-uba has a target
Speed: 40 ft., fly 80 ft. grappled with its hair, it may make an attack
with the mouth atop its head as a bonus
STR DEX CON INT WIS CHA action if the target is within range.
19 (+4) 14 (+2) 18 (+4) 13 (+1) 8 (-1) 12 (+1) Bite: Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 9 (1d10 + 4) piercing
Skills: Arcana +4, Deception +4, Perception damage.
+2, Stealth +5 Claws: Melee Weapon Attack: +7 to hit, reach
Senses: darkvision 60 ft., passive Perception 5 ft., one creature. Hit: 13 (2d8 + 4) slashing
12 damage.
Damage Resistances: cold, fire Long White Hair: Melee Weapon Attack: +7
Languages: Common, Sylvan to hit, reach 30 ft., one target. Hit: 8 (1d8
Challenge: 5 (1,800 XP) + 4) bludgeoning damaging. If the target is
Shapechanger: The yama-uba can use its Medium or smaller, it is grappled (escape
action to polymorph into a Medium humanoid, DC 15). Until this grapple ends, the target is
or back into its true form. Its statistics, other restrained, and the yama-uba can’t grapple
than its size, are the same in each form. another target. Each round the target is
Any equipment it is wearing or carrying isn’t restrained, it must succeed in a DC 15
transformed. It reverts to its true form if it Strength saving throw or be pulled up to 10
dies. feet toward the yama-uba.
Grappler: The yama-uba has advantage on Snake Hair: Melee Weapon Attack: +7 to
attack rolls against any creature grappled by hit, reach 5 ft., one creature. Hit: 4 (1d4
it. + 2) piercing damage plus 14 (4d6) poison
Gullible: The yama-uba has disadvantage on damage.
Wisdom checks. Mouth Atop The Head: Melee Weapon Attack:
+7 to hit, reach 5 ft., one creature. Hit: 7
(1d6 + 4) piercing damage.

known to assist woodcutters with their loads. Ashigara Mountains.
Although intelligent, they cannot speak, but These creatures are especially feared as they
can communicate with gestures, and often ask
for drink (such as saké) as payment for any possess a wide range of powers and abilities.
assistance they render (although it is wiser to They are all larger and stronger than any man,
offer rice instead). can fly, run at great speeds, transform their hair
into snakes, and change shape at will. They also
Use the ogre to represent a yama-otoko. are known for their magical skills, especially the
YAMA-UBA arts of alchemy and poisons.

The yama-uba are the “old women of the Yama-uba are often encountered by travelers
mountains.” They usually appear as aged women who have become lost in the woods. Using their
with long, flowing white hair, bright blue eyes, ability to assume different forms, the yama-uba
and clothing that is tattered and torn. Her may seem to be a beautiful maiden (also lost in
mouth stretches from ear to ear (literally) and the woods), or a kindly old crone who offers the
she may have a second one on top of her head, use of her hut for the evening. Once the victim
hidden under her hair. They live in huts deep is comfortably off of their guard, the yama-uba
in the forests or up in the mountains, and are will promptly devour them.
said to dwell in Sabana near Mt. Nabekura, in
the Tohoku region of northern Honshu, and the Although physically powerful, yama-uba are

32

notoriously gullible and those who are quick of ONMORAKI
wit can often trick a yama-uba into letting them
go. Some yama-uba are nocturnal, and can be Medium fiend, neutral evil
harmed (or rendered immobile) by sunlight. Armor Class: 13
Others hide their life in flowers or other objects, Hit Points: 22 (4d8 + 4)
rending themselves virtually invulnerable (see Speed: 20 ft., fly 40 ft.
sidebar “Playing One’s Life In A Stone” in the
entry for Burma for more). STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 10 (+0) 13 (+1) 12 (+1)
Not all yama-uba are evil, however. The hero
Kintaro, who grew up to become the great Skills: Stealth +3
warrior Sakata no Kintoki, was raised by a yama- Senses: darkvision 60 ft, passive Perception
uba. Others act more as nature spirits then Languages: Common
ogres, wandering the mountains and watching Challenge: 2 (450 XP)
over the land. Superior Invisibility: As a bonus action, the
YAMA-UBA OPTIONS onmoraki can magically turn invisible until
Apply any of the following to the base yama- its concentration ends (as if concentrating
uba stat block. on a spell). Any equipment the onmoraki
• Yama-uba Weakness. Sunlight Immobility: A wears or carries is invisible with it.

yama-uba who starts her turn in sunlight is ACTIONS
paralyzed until the sunlight is removed. Multiattack: The onmoraki makes two talon
• Yama-uba Weakness. Sunlight attacks. It can use Spit Blue Fire in place of
Hypersensitivity: The yama-uba takes 20 one talon attack.
radiant damage when she starts her turn Talon: Melee Weapon Attack: +5 to hit, reach
in sunlight. While in sunlight, she has 5 ft., one target. Hit: 5 (1d4 + 3) slashing
disadvantage on attack rolls and ability damage.
checks. Spit Blue Fire: Ranged Spell Attack: +5 to hit,
range 150 ft., one target. Hit: 10 (3d6) fire
ONMORAKI damage. If the target is a flammable object
that isn’t being worn or carried, it also
Onmoraki are the reborn spirits of those who catches fire.
have died holding a grudge or full of regret for
a past misdeed. Now they haunt sacred places, Onmoraki can appear and disappear freely,
such as shrines and temples, causing trouble. and will use this power to sneak inside a shrine
They appear as birds having the general size and or other sacred place. If attacked, they will lash
shape of a large heron. It has the distorted head out with their sharp talons, often combining
and face of a human with an extended beak-like this attack with blasts of blue flame from their
mouth. mouths. If feeling especially destructive, the
Seekers of Saké: Onmoraki enjoying drinking onmoraki will use this flame to set fire to silk
saké more than anything else, and will go wall hangings, paper scrolls, wooden furniture,
to great lengths to get it. Thus, they will and the like. If hard pressed, an onmoraki will
gleefully tear into the great barrels of blessed flee, turning invisible in an effort to escape.
saké found in Shinto shrines and drink their
fill. If denied their prize, they become angry,
disrupting religious ceremonies and vandalizing
or outright destroying shrines. They seem to
be the sworn enemies of otoroshi (see page 35)
and the latter will attack an onmoraki on sight.

33

OROCHI OROCHI

An orochi is a form of snake. It isn’t a specific Huge beast, any alignment
type of creature, but more of a general term Armor Class: 14 (natural armor)
for a wide variety giant Japanese snakes. Hit Points: 81 (10d12 + 16)
Some orochi are simply gigantic versions of Speed: 30 ft., swim 30 ft.
normal Japanese snakes, while others (known
as aodaisho) are looked on as guardians of STR DEX CON INT WIS CHA
homes. Other orochi were once humans, who 19 (+4) 17 (+3) 15 (+2) 10 (+0) 11 (+0) 12 (+1)
have either transformed into snakes because
of an extreme emotional state (such as envy Skills: Perception +2, Stealth +5
or lust), or were reincarnated as snakes after Senses: blindsight 10 ft., darkvision 60 ft.,
death (usually to exact revenge for their death). passive Perception 12
Finally, some snakes have the ability to assume Languages: understands Common but can’t
human form, and do so to pursue a human lover. speak it
Water Guardians: As a rule, orochi have typical Challenge: 2 (450 XP)
animal motivations, although most are fairly Amphibious: The orochi can breathe air and
intelligent and also act as guardians of various water.
bodies of water. Aodaisho desire only to protect Magic Resistance: The orochi has advantage
the home in which they dwell, and will not on saving throws against spells and other
leave it. Humans who have become snakes are magical effects.
often consumed with a single overwhelming Magic Weapons: The orochi’s weapon attacks
emotional state, and will follow the urges are magical.
of that emotion blindly. Snakes who assume
human form usually do so out of desire for a ACTIONS
human companion (either male of female), and Bite: Melee Weapon Attack: +6 to hit,
can be dangerous and destructive if denied reach 10 ft., one creature. Hit: 13 (2d8 +4)
their passions. Such snakes tend to be very piercing damage.
secretive of their true nature, and will leave Constrict: Melee Weapon Attack: +6 to hit,
their lover if discovered. reach 5 ft., one creature. Hit: 13 (2d8 +
4) bludgeoning damage, and the target is
Bite and Crush: All orochi will try and bite their grappled (escape DC 16). Until this grapple
prey first, holding it steady before injecting ends, the creature is restrained, and the
a dose of venom or crushing it in their coils. orochi can’t constrict another target.
As orochi are closely associated with water in Summon Rain (1/Day): The orochi can
much the same manner as the tatsu (see page innately cast control weather, without
45), it is thought they can control the weather needing material components. However, it
and rain. They are also said to protect mankind can only increase the precipitation levels.
from the dangers of fire and pestilence, while
snake charms will ward off attacks from rats and most Japanese giant snakes are considered
and ensure an easy and successful childbirth. to either of divine origin or messengers of the
Some humans who have become orochi are so gods.
overwhelmed with emotion they literally burn
with heat and flame. OROCHI OPTIONS
Apply any of the following to the base orochi
Historical Notes: The original orochi was a giant
snake deity found dwelling in the mountains stat block.
(similar to the Yamata-no-Orochi on page 51), • Transformed Human-To-Snake (Fires of

Passion): A creature that touches the orochi
or hits it with a melee attack while within 5
feet of it takes 5 (1d10) fire damage.

34

• Transformed Snake-To-Human AODAISHO CHA
(Shapechanger): The orochi can use its action 1 (+1)
to polymorph into a Medium humanoid, or Huge fey, neutral good
back into its true form. Its statistics are Armor Class: 14 (natural armor)
the same in each form. Any equipment it Hit Points: 81 (10d12 + 16)
is wearing or carrying isn’t transformed. It Speed: 30 ft., swim 30 ft.
reverts to its true form if it dies.
STR DEX CON INT WIS
• Venomous Bite (replaces Bite): Melee Weapon 19 (+4) 17 (+3) 15 (+2) 16 (+3) 14 (+2)
Attack: +6 to hit, reach 10 ft., one creature.
Hit: 13 (2d8 +4) piercing damage plus 14 Skills: Perception +2, Stealth +3
(4d6) poison damage. Senses: blindsight 10 ft., darkvision 60 ft.,
passive Perception XX
OROCHI VARIANTS Languages: understands Common but can’t
speak it
OTOROSHI Challenge: 3 (700 XP)
Standing roughly five feet in height, an Ever Vigilant: The aodaisho doesn’t sleep.
Magic Resistance: The aodaisho has
otoroshi is humanoid in general form. Its body advantage on Saving Throws: against spells
is a thick mass of hair, while its only visible and other magical effects.
features are two eyes and a large pair of tusks. Magic Weapons: The aodaisho’s weapon
Guardians of Sacred Places: These beings attacks are magical.
are supernatural creatures who guard Shinto
shrines and sacred places. They normally dwell ACTIONS
out of sight and often hide themselves near the Bite: Melee Weapon Attack: +6 to hit,
tops of the torii (gates) that mark the entrance reach 10 ft., one creature. Hit: 13 (2d8
such locations. There they keep watch on all +4) piercing damage plus 14 (4d6) poison
who pass by, springing down to attack and damage.
devour anyone who harbors ill-will or a lack of Constrict: Melee Weapon Attack: +6 to hit,
respect for the shrine. reach 5 ft., one creature. Hit: 13 (2d8 +
4) bludgeoning damage, and the target is
Otoroshi are utterly devoted to guarding grappled (escape DC 16). Until this grapple
scared places. To those who respect the shrines, ends, the creature is restrained, and the
they are benevolent and protective, while aodaisho can’t constrict another target.
anyone who means to harm the shrine will find
themselves faced with an implacable enemy. OTOROSHI OPTIONS
Apply any of the following to the base otoroshi
In combat, an otoroshi attacks by biting and stat block.
attempting to gore its foe with its tusks. As they
tend to lurk near the top of torii, a common Great Size: The otoroshi is either Large or Huge.
tactic is for an otoroshi to leap down on its A Large otoroshi has 68 (8d10 + 24) hit points
target, performing a gore attack followed by a and does 13 (2d8 +4) piercing damage with its
Bite: Some otoroshi have claws, and will them as bite and 17 (3d8 + 4) slashing damage with its
well, while a few are said to use their long hair tusks. A Huge otoroshi has 76 (8d12 + 24) hit
to grab and grapple with an enemy. As they are points and does 17 (3d8 +4) piercing damage
charged with the sacred duty to guard shrines, with its bite and 22 (4d8 + 4) slashing damage
otoroshi tend not to flee from encounters and with its tusks. A Large otoroshi has a Challenge
will usually fight to the bitter end to protect a Rating of 5 (1,800 XP). A Huge otoroshi has a
shrine from desecration or damage. Challenge Rating of 6 (2,300 XP).

35

OTOROSHI CHA a tusk attack on the same turn, the target
18 (+4) takes an extra 7 (2d6) slashing damage. If
Medium celestial, lawful good the target is a creature, it must succeed on
Armor Class: 15 (natural armor) a DC 15 Strength saving throw or be knocked
Hit Points: 60 (8d8 + 24) prone.
Speed: 30 ft. Ever Vigilant: The otoroshi doesn’t sleep, and
magic can’t put the otoroshi to sleep.
STR DEX CON INT WIS Magic Resistance: The otoroshi has advantage
16 (+3) 16 (+3) 16 (+3) 12 (+1) 16 (+3) on saving throws against spells and other
magical effects.
Saving Throws: Int +4, Wis +6, Cha +7 Magic Weapons: The otoroshi’s weapon
Skills: Athletics, Insight +6, Perception +6, attacks are magical.
Stealth +6 Shadow Stealth: While in dim light or
Damage Resistances: radiant; bludgeoning, darkness, the otoroshi can take the Hide
piercing, and slashing from nonmagical action as a bonus action.
weapons
Condition Immunities: charmed, exhaustion, ACTIONS
frightened Bite: Melee Weapon Attack: +6 to hit, reach
Senses: darkvision 120 ft., passive Perception 5 ft., one creature. Hit: 8 (1d8 +4) piercing
16 damage.
Languages: Celestial, Common Tusks: Melee Weapon Attack: +6 to hit, reach
Challenge: 5 (1,800 XP) 5 ft., one creature. Hit: 13 (2d8 +4) slashing
Charge: If the otoroshi moves at least 20 feet damage.
straight toward a target and then hits it with

Claws: The otoroshi gains the following: Creatures of the Storm: The raiju’s nature
Multiattack: The otoroshi makes two attacks: changes with the weather. When skies are
one with its claws and one with its bite. clear, the raiju is an extremely tame and gentle
Claws: Melee Weapon Attack: +6 to hit, reach creature, but when storm clouds gather it
5 ft., one creature. Hit: 13 (2d6 + 4) slashing becomes a wild and savage beast. They also
damage. like to hide in the human navel, and people
Long Hair: Melee Weapon Attack: +7 to hit, caught outside in a storm will lie flat on their
reach 15 ft., one target. Hit: 8 (1d8 + 4) stomachs to avoid the attentions of the raiju.
bludgeoning damaging. If the target is Medium After the storm is over, people will go out and
or smaller, it is grappled (escape DC 14). Until look for trees torn by the creature’s Claws:
this grapple ends, the target is restrained, and The bark of such trees is then removed and
the otoroshi can’t grapple another target. Each preserved, as it is an excellent remedy of
round the target is restrained, it must succeed toothaches.
in a DC 14 Strength saving throw or be pulled ROKURO-KUBI
up to 10 feet toward the otoroshi.
A rokuro-kubi (the name means “stretching
RAIJU neck”) appears as an otherwise normal women
(or, rarely, men), and lives unnoticed among
Raiju is the “Thunder Beast,” a creature more normal humanoids. By day they leave
known to run amok during thunder storms and normal lives, wearing clothing and carrying
wreck all sorts of havoc by leaping from tree to equipment befitting their profession. At night,
tree tearing at the bark with his Claws: They are the rokuro-kubi can stretch its neck out for
described as having the appearance of either a great lengths, and molds its face into a far more
large cat, badger, or weasel, with black fur and
five very sharp claws on each paw.

36

RAICHO, THE THUNDER BIRD frightening aspect. In do so, they often frighten
Aside from raiju, the Japanese also speak any of their neighbors unlucky to catch sight of
them doing so.
of a creature they call raicho, the “Thunder Nocturnal Pranksters: As noted, for the most
Bird.” The size of a rook, raicho is a black- part, rokuro-kubi tend to live as normal
feathered bird with a large spur of flesh townsfolk, and do little to draw attention to
on each leg. These can be struck together themselves. Occasionally, they will feel the
to produce a very loud and terrifying noise need to play frightening pranks on their fellow
like booming thunder. They fly about during city dwellers and will venture forth after dark
thunder storms, and feed upon the tree-frog with the idea of scaring some unfortunate
known as “rai” (“thunder”). Both raicho and victim. Typically, rokuro-kubi are considered
raiju are said to serve Raiden, the god of harmless, although some ascribe darker
thunder. motives to their nocturnal visitations.

China also has a thunder beast. It is Long Necks: If it so wishes, a rokuro-kubi
described as having the head of a monkey, can stretch its neck out for great distances,
crimson lips, eyes like mirrors (probably used winding it sinuously about. At the same time,
to create flashes of lightning), and two claws it can transform its face into a more horrific
on each paw. visage, with drooping eyes, tangled hair, and a
slack jaw displaying crooked and jutting teeth.
RAIJU There are rumors stating rokuro-kubi stretch
forth their necks at night in order to consume
Small fey, nonaligned the souls of sleeping men.
Armor Class: 13
Hit Points: 13 (3d6 + 6) ROKURO-KUBI OPTIONS
Speed: 30 ft. Apply any of the following to the base rokuro-

STR DEX CON INT WIS CHA kubi stat block.
6 (-2) 16 (+3) 15 (+2) 3 (-4) 8 (-1) 7 (-2) • Bite: Melee Weapon Attack: +4 to hit, reach

Skills: Perception +1, Stealth +5 5 ft., one target. Hit: 4 (1d4 + 2) piercing
Damage Immunities: lightning damage.
Senses: darkvision 60 ft., passive Perception • Soul Drain: Melee Weapon Attack: +4 to hit,
11 reach 5 ft., one creature. Hit: 20 (4d8 + 2)
Languages: — necrotic damage. The target must succeed
Challenge: 1 (200 XP) on a DC 13 Constitution saving throw or its
Standing Leap: The raiju’s long jump is up hit point maximum is reduced by an amount
to 15 feet and its high jump is up to 8 feet, equal to the damage taken. This reduction
with or without a running start. lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point
ACTIONS maximum to 0.
Multiattack: The raiju makes two attacks:
one with its bite and one with its claws.
Bite: Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3)
Claw: Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3)

37

ROKURO-KUBI VARIANT ROKURO-KUBI
FUTAKUCHI-ONNA
Medium monstrosity (shapechanger), neutral
A futakuchi-onna (also “hutakuti-onna”) is a Armor Class: 12
woman with two mouths. From time to time, a Hit Points: 22 (4d8 + 4)
woman possessed of either a gluttonous nature Speed: 30 ft.
or an unfulfilled hunger will grow another
mouth in the back of her head. This mouth is STR DEX CON INT WIS CHA
ravenously hungry and never seems to stop 10 (+0) 14 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
eating. It uses the woman’s hair in a tentacular
fashion, gathering any food in range and eating Skills: Deception +4, Intimidation +4, Stealth
it. To create a futakuchi-onna remove the +4
Extendable Neck trait and Horrifying Visage Senses: darkvision 60 ft., passive Perception
action from the rokuro-kubi’s stat block. Add 11
the Bite action from the list of rokuro-kubi Languages: Common
options, however, the bite can only be used Challenge: 1/4 (50 XP)
against creature that is that is grappled by the Extendable Neck: As an action, the rokuro-
futakuchi-onna, incapacitated, or restrained. kubi can extend its neck up to 20 feet.
Its head can fit through any opening large
SAMEBITO enough for a Tiny creature.

Samebito (lit. “a shark-person”) are shark- ACTIONS
men capable of living both in the sea or on land. Dagger: Melee or Ranged Weapon Attack: +4
Normally found serving the Dragon King in his to hit, reach 5 ft. or range 20/60 ft., one
palace, they are rarely seen on the surface, target. Hit: 4 (1d4 + 2) piercing damage.
unless on a specific mission, or having been Horrifying Visage: Each non-undead creature
exiled over some breach of protocol. within 30 feet of the rokuro-kubi that can
Ruby Tears: A typical samebito stands about six see it must succeed on a DC 13 Wisdom
feet in height, with rough black skin, a thick saving throw or be frightened for 1 minute.
dragonish beard, and glowing green eyes. They A frightened target can repeat the saving
apparently do not wear clothing, although a throw at the end of each of its turns,
samebito serving the Dragon King will probably ending the frightened condition on itself
wear robes appropriate to his station. Samebito on a success. If a target’s saving throw is
are known to weep tears of blood, which will successful or the effect ends for it, the
turn to rubies (and other jewels) once they target is immune to this rokuro-kubi’s
touch the ground. Contrary to their frightening Horrifying Visage for the next 24 hours.
appearance, most samebito are cultured and
well-spoken. SHIROKINAKATSUKAMI

While equipped with a nasty set of shark-like The male shirokinakatsukami is a bizarre
teeth, samebito prefer to fight with weapons composite creature, consisting of a horse’s
appropriate for their culture and environment, body, a lion’s face, an elephant’s trunk and
such as glaives, halberds, pikes, spears, and tusks, a cow’s tail, and a tiger’s feet. A female
tridents. Those serving the Dragon King will fight shirokinakatsukami is said to look different
in organized units, and may wear armor made than its mate, but these differences are not
from thick shells and the like. described in any known text.
Eater of Dreams: A shirokinakatsukami is the
Eater of Dreams. Also known as the baku or
the hakutaku, the shirokinakatsukami can be
called upon with the cry of “Devour, O Baku!
Devour my evil dream!” Once called, the
the spirit will appear to eat a person’s bad

38

SAMEBITO CHA Immortal Nature: A shirokinakatsukami doesn’t
12 (+1) require food, drink, or sleep.
Humanoid (samebito), neutral good
Armor Class: 13 (natural armor) SHISHI
Hit Points: 33 (6d8 + 12)
Speed: 30 ft., swim 30 ft. Shishi are divine animals who guard Buddhist
shrines, temples, and holy places. They are
STR DEX CON INT WIS almost always found in pairs (one male and one
16 (+3) 14 (+2) 15 (+2) 11 (+0) 11 (+0) female), and are the bane of evil spirits, ghosts,
demons, and other monsters. They also serve
Skills: Perception +2 as companions and mounts to various Buddhist
Senses: darkvision 60 ft., passive Perception deities and saints.
12 Defenders of the Good: As loyal followers of
Languages: Common, Draconic Buddha, shishi uphold the law and defend the
Challenge: 1/2 (100 XP) good from all manner of evil. To ordinary and
Amphibious: The samebito can breathe air law-abiding folk, they are benevolent, almost
and water.. playful, but to demons and their ilk, they’re
implacable enemies.
ACTIONS
Bite: Melee Weapon Attack: +5 to hit, reach A shishi generally attacks by biting, often
5 ft., one target. Hit: 6 (1d6 + 3) piercing performing a grapple with its jaws so it can
damage. follow up with repeated swipes with its Claws:
Halberd: Melee Weapon Attack: +5 to hit, Male shishi who have horns will use them
reach 10 ft., one target. Hit: 8 (1d10 + 3) first, then follow-up with a Bite: When first
slashing damage. encountering a band of evil spirits, a shishi
will roar, hoping to scare off as many spirits as
dreams and nightmares, leaving them with a possible, before attacking the rest in hand-to-
general feeling of well-being. In general, the hand combat. In addition, some shishi may have
shirokinakatsukami are well-disposed towards the power of flight, while the skin of the koma-
humans and will gladly devour an evil dream. inu’s head is said to be stronger than a helmet.
However, it will not eat a dream it feels to be a Lion-dog: A shishi looks something like a cross
lucky one, no matter how frightening it was to between a dog and a lion. They have large
the dreamer. eyes, a thick curly mane and tail, a spotted
coat, and a fierce expression on their faces.
Normally a shirokinakatsukami doesn’t A male shishi will usually have a short horn on
engage it combat, but simply devours the his head, while female does not. When placed
dreams of those who call upon it. However, the outside of a temple, tomb, residence, (or in
shirokinakatsukami is quite capable of defending the modern era, a restaurant), in statue form,
itself it attacked, and will not hesitate to do so. the male shishi will have one paw resting on
a sphere or ball (representing the tama, the
KUDAN scared Buddhist jewel), while the female
The kudan is a strange composite monster will have her paw resting on a shishi pup. In
addition, the male will have his mouth open (in
with the body of a giant bull and the head of order to scare off evil spirits), while the female
a human. It has three eyes along its flanks and will have her mouth closed (to keep beneficial
a row of spike-like horns along its spine. The spirits in). This configuration also symbolizes
kudan is unable to tell a lie and will always the breath of the universe and/or the balance
tell the truth when speaking. Its appearance of yin and yang.
is felt to be an omen of momentous
happenings in the near future. The kudan is
also known as the takujui.

39

SHIROKINAKATSUKAMI CHA At will: detect evil and good
18 (+4) 3/day: dispel evil and good, lesser
Large celestial, lawful good restoration
Armor Class: 15 (natural armor) 1/day: greater restoration
Hit Points: 73 (9d10 + 24) Magic Resistance.:The shirokinakatsukami has
Speed: 30 ft. advantage on saving throws against spells and
other magical effects.
STR DEX CON INT WIS Makes No Noise: The shirokinakatsukami has
18 (+4) 14 (+2) 17 (+3) 14 (+2) 18 (+4) advantage on Dexterity (Stealth) checks.
Running Leap: With a 10-foot running start,
Skills: Insight +4, Perception +4, Stealth +2 the shirokinakatsukami can long jump up to
Condition Immunities: frightened 30 feet
Senses: darkvision 60 ft., passive Perception
Languages: all, telepathy 120 ft. ACTIONS
Challenge: 3 (700 XP) Multiattack: The shirokinakatsukami makes
Ethereal Sight: The shirokinakatsukami can three attacks: one with its bite, one with its
see 60 feet into the Ethereal Plane when it is claws, and one with its tusks.
on the Material Plane, and vice versa. Bite: Melee Weapon Attack: +6 to hit, reach
Incorporeal Movement: The 5 ft., one target. Hit: 8 (1d8 + 4) piercing
shirokinakatsukami can move through other damage.
creatures and objects as if they were difficult Claws: Melee Weapon Attack: +6 to hit, reach
terrain. It takes 5 (1d10) force damage if it 5 ft., one target. Hit: 8 (1d8 + 4) slashing
ends its turn inside an object. damage.
Innate Spellcasting: The shirokinakatsukami’s Tusks: Melee Weapon Attack: +6 to hit,
innate spellcasting ability is Charisma (spell reach 5 ft., one target. Hit: 13 (2d8 + 4)
save DC 14). The shirokinakatsukami can bludgeoning damage.
innately cast the following spells, requiring Etherealness: The shirokinakatsukami enters
no material components: the Ethereal Plane from the Material Plane,
or vice versa.

Immortal Nature: A shishi doesn’t require food, • Able to Fly: Add fly 60 ft. to the shishi’s
drink, or sleep. Speed.
Historical Notes: Shishi are also known as
karashishi, meaning “Chinese lion,” or koma- • Horn: Melee Weapon Attack: +7 to hit, reach
inu, meaning “Korean dog.” On the island of 5 ft., one target., Hit: 8 (1d8 + 4) piercing
Okinawa they are known as shisa, meaning damage.
“lion dog.” The Chinese call the shishi the Dog
(and/or Lion) of Foo (Foo being the Chinese SHARAMEYAS
name for Buddha), while the people of Thailand
refer to them as Singto Jean, or “Chinese lion.” Found in India, the sharameyas are the sons
of Sharama, the giant dog of the dawn. Sharama
SHISHI OPTIONS herself herds the cows of Surya, the god of the
Apply any of the following to the base shishi sun, while her children guard the entrance to
the underworld and the domain of Yama, the
stat block. god of death. The sharameyas are of great size
• Koma-Inu: Increase the shishi’s armor class to and fearsome aspect, and keep a careful watch
on the dead with their four eyes.
18.
Immortal Nature. A sharameyas doesn’t
require food, drink, or sleep.

40

SHOJO SHISHI

The shojo are ocean-dwelling humanoids Large celestial, lawful good
with brilliant red hair and skin a light pink Armor Class: 16 (natural armor)
color. They wear belts and skirts of green Hit Points: 133 (14d10 + 56)
seaweed. Based on one description, they Speed: 40 ft.
may have monkey-like tails as well.
Vassals of the Sea Dragon: Capable of STR DEX CON INT WIS CHA
breathing air as well as water, shojo 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)
are known to come ashore and relax on
the beach, drinking saké and generally Saving Throws: Int +6, Wis +6, Cha +7
enjoying themselves. When not at the Skills: Perception +6, Religion +6
surface, they live in villages near the Damage Resistances: necrotic; bludgeoning,
Palace Of The Sea Dragon. There they piercing, and slashing from nonmagical weapons
hunt, fish, and brew copious amounts of Condition Immunities: charmed, frightened
sacred white saké, their favorite drink. Senses: truesight 60 ft., passive Perception 16
They are have been known to give this Languages: understands Common, but doesn’t
saké as a gift to those in need. speak it
Challenge: 9 (5,000 XP)
Although normally a nonviolent species, Ever Vigilant: The shishi doesn’t sleep, and magic
the shojo can defend themselves in can’t put the shishi to sleep.
needed. If unarmed and near water, a Magic Resistance: The shishi has advantage on
shojo will attempt to escape by swimming Saving Throws: against spells and other magical
away. Otherwise, they will fight back effects.
to the best of their ability. Hunter Magic Weapons: The shishi’s weapon attacks are
or warrior shojo will be armed with magical.
weapons appropriate for their culture
and environment, using such items as as ACTIONS
glaives, halberds, pikes, spears, tridents, Multiattack: The shishi makes one bite attack and
spears, short swords, and daggers. one claw attack. If it has a creature grappled, it
may make a second claw attack as a bonus action.
TANUKI Bite: Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 9 (1d10 + 4) piercing damage,
The tanuki is normally appears a small and the target is grappled (escape DC 16). Until
dog with dark brown fur, a long furry tail, this grapple ends, the target is restrained, and
and a black raccoon-like mask across the shishi can’t bite another target.
the eyes. It might wear a simple robe, Claw: Melee Weapon Attack: +7 to hit, reach 5 ft.,
left open in front to expose its oversized one target., Hit: 8 (1d8 + 4) slashing damage.
scrotum. However, the tanuki can change Roar (Recharge 5-6): Each creature within 100
shape freely, and will assume any number feet of the shishi and able to hear it must must
of disguises as needed, often appearing as succeed on a DC 15 Wisdom saving throw or be
a priest, or a household implement. frightened for 1 minute. A frightened creature can
Eat and Drink to Excess: Often confused repeat the saving throw at the end of each of its
with the badger, a tanuki is actually a turns, ending the effect on itself on a success. If
form of dog, and in some areas is known a target’s saving throw is successful or the effect
by the name of “mujina.” It lives in small ends for it, the target is immune to this shishi’s
groups in the forests, lowlands, and Roar for the next 24 hours.
mountain valleys of Japan, lurking on
the fringes of human society. They eat a

41

SHARAMEYAS SHOJO CHA
12 (+1)
Large celestial, lawful neutral Humanoid (shojo), neutral good
Armor Class: 14 (natural armor) Armor Class: 12
Hit Points: 86 (12d10 + 20) Hit Points: 33 (6d8 + 12)
Speed: 50 ft. Speed: 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 13 (+1) 11 (+0) 11 (+0)

Skills: Perception +3, Stealth +5 Skills: Perception +2
Damage Resistances: necrotic; radiant; Senses: darkvision 60 ft., passive Perception
bludgeoning, piercing, and slashing from 12
nonmagical weapons Languages: Draconic
Condition Immunities: frightened Challenge: 1/4 (50 XP)
Senses: truesight 60 ft., passive Perception Amphibious: The shojo can breathe air and
13 water.
Languages: Common
Challenge: 4 (1,100 XP) ACTIONS
Keen Hearing and Smell: The sharameyas has Shortsword: Melee Weapon Attack: +4 to
advantage on Wisdom (Perception) checks hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
that rely on hearing or smell. piercing damage.
Magic Resistance: The sharameyas has Spear: Melee or Ranged Weapon Attack: +6
advantage on saving throws against spells to hit, reach 5 ft. or range 20/60 ft., one
and other magical effects. target. Hit: 5 (1d6 + 2) piercing damage, or
Magic Weapons: The sharameyas’s weapon 6 (1d8 + 2) piercing damage if used with two
attacks are magical. hands to make a melee attack.
Pack Tactics: The sharameyas has advantage
on an attack roll against a creature if at Pranksters of Priests: Much like the kitsune
least one of the sharameyas’s allies is within and tengu (see pages 14 and 47), the tanuki
5 feet of the creature and the ally isn’t are tricksters, prone to playing practical jokes
incapacitated.. on humans. These pranks can range from the
simple (changing tree leaves into money in
ACTIONS order to buy saké), to the outright malignant
Multiattack: The sharameyas makes two bite (one tanuki killed a farmer’s wife and then
attacks. changed shape to take her place, eventually
Bite: Melee Weapon Attack: +6 to hit, reach feeding the farmer a stew made from his
5 ft., one target. Hit: 11 (2d6 + 4) piercing now-dead wife). As with the tengu, tanuki
damage. If the target is a creature, it must like to play their tricks on priests, and one of
succeed on a DC 16 Strength saving throw or the most famous tanuki stories was of a man
be knocked prone. who sold a teakettle to a monastery, only to
have the kettle sprout the head, legs, and
variety of foods, and are known to be gluttons, tail of a tanuki, and run about the temple,
consuming anything and everything they can causing great confusion before being captured.
find. They also have a notable weakness for Interestingly enough, the tanuki assumed the
saké, which they are known to drink in great form of a tea kettle so the man could sell it
quantities. in the first place. The idea being to make the
man a little money as a reward for saving the
tanuki’s life.

42

THE SACRED SHIRO SAKÉ OF THE SHOJO 144 square feet!). It can use its scrotum as
The saké of the shojo has several wondrous a kimono, wrapping it around its body, or as
an umbrella, by flipping it over its head. The
qualities. Not only is it of exceptional quality tanuki is also known to beat on its scrotum as
and taste, but when a shojo drinks it, the if it were a drum, luring the unwary with the
saké “vanquishes death.” A human who hypnotic sound. When on the move, the tanuki
drinks it will not only be made young again, will simply sling its scrotum over one shoulder,
but their total lifespan will be extended. carrying it like a pack.
However, if a person who is greedy, selfish,
and evil drinks the saké, he will find it to be The tanuki’s overly large scrotum is
a vile-tasting brew, not to mention poisonous. considered by some a symbol of good luck,
Normally stored in large stone jars, a shojo and tanuki statues made to be placed outside
can pour out seemingly unlimited quantities of shops and drinking establishments usually
of this wondrous liquid. show the tanuki with a leaf on its head (used
SHIRO SAKÉ JAR to transform itself), a saké bottle in one hand,
Wondrous item, very rare money in the other (usually fake), and enormous
testicles. Of these items, many have symbolic
When you drink a dose of Shiro Saké, one means themselves. The leaf on its head is
of three results will occur. If you are a shojo, usually of the lotus plant, which is sacred
you regain 8d4 +4 hit points. If you are any to Buddhists, while the money in its hand is
other form of humanoid, you regain 4d4 +4 normally made from leaves, altered by the
hit points and your physical age is reduced tanuki’s powers of illusion.
by 1d6 + 6 years, to a minimum of 13 years. TANUKI VARIANTS
However, if your alignment is lawful evil,
neutral evil, or chaotic evil, you take 3d6 Along with foxes (kitsune) and raccoon
poison damage instead, and you must succeed dogs (tanuki), cats, or neko, are said to be
on a DC 16 Constitution saving throw or be shapeshifters and tricksters.
poisoned. At the start of each of your turns KABUSO
while you are poisoned in this way, you take
3d6 poison damage. At the end of each of Found in Ishikawa Prefecture, a kabuso is a
your turns, you can repeat the saving throw. cat with a tail larger at the tip then at the root.
On a successful save, the poison damage you Quite intelligent and capable of understanding
take on your subsequent turns decreases human languages, they live near rivers and
by 1d6. The poison ends when the damage lakes, close to human villages. They can assume
decreases to 0. the form of a beautiful woman in order to
play pranks on humans (usually in an effort to
A jar of shiro saké contains 1d6 doses. It get food), or create powerful illusions. These
regains 1d6 charges (to a maximum of 6) daily illusions are often used to help humans make
at dawn. fools of themselves, such as having a man
Challenge: a rock or a tree to a sumo wrestling
Shapeshifter: Due to its small size, the tanuki match.
prefers to use its powers of illusion and shape- NEKOMATA
shifting to trick and confuse foes, rather then
attack them outright. When it does attack Nekomata, also known as bakeneko, are
physically, it will use its enormous scrotum to cats the size of humans. Their tails are divided
batter and throttle a foe, usually attacking in two at the tip and they can stand, walk,
from behind or by surprise when doing so. A and even dance on their hind legs. Like the
tanuki’s scrotum can be quite enormous, and kabuso, the nekomata understand the language
can reach the size of eight tatami mats (i.e. of humans, can assume human form (often of
women), and have certain necromantic abilities.

43

TANUKI In a new form, the tanuki retains its game
statistics and ability to speak, but its AC,
Small fey (shapechanger), chaotic neutral movement modes, Strength, Dexterity, and
Armor Class: 13 other actions are replaced by those of the
Hit Points: 54 (10d6 + 12) new form, and it gains any statistics and
Speed: 30 ft. capabilities (except class features, legendary
actions, and lair actions) that the new form
STR DEX CON INT WIS CHA has but that it lacks. If the new form has a
12 (+1) 14 (+2) 15 (+2) 18 (+4) 16 (+3) 16 (+3) bite attack, the tanuki can use its bite in that
form.
Saving Throws: Str +2, Con +4, Int +6, Cha +6 Enormous Scrotum: The tanuki can use is
Skills: Athletics +3, Perception +5, scrotum in various ways, as detailed below.
Performance +5, Stealth +4
Senses: darkvision 60 ft., passive Perception Bludgeon: Melee Weapon Attack: +3 to hit,
15 reach 5 ft., one target. Hit: 5 (1d8 + 1)
Languages: Common, Sylvan bludgeoning damage.
Challenge: 3 (700 XP) Garrote: Melee Weapon Attack: +3 to hit,
Shapechanger: The tanuki can use its action reach 5 ft., one creature. Hit: 4 (1d6 +
to polymorph into an object or back into its 1) bludgeoning damage and the tanuki
true, dog form. Its statistics are the same in attaches to the target. If the target is
each form. Any equipment it is wearing or Medium or smaller and the tanuki has
carrying isn’t transformed. It reverts to its advantage on the attack roll, it attaches by
true form if it dies. wrapping its scrotum the target’s neck, and
Innate Spellcasting: The tanuki’s spellcasting the target is unable to breathe while the
ability is Intelligence (spell save DC 14). tanuki is attached in this way.
It can innately cast the following spells,
requiring no material components: While attached to the target, the tanuki
can attack no other creature except the
At will: dancing lights, faerie fire, target but has advantage on its attack rolls.
prestidigitation The tanuki’s Speed also becomes 0, it can’t
3/day each: darkness, fog cloud, benefit from any bonus to its speed, and it
invisibility, silent image moves with the target.
1/day each: expeditious retreat, major
image, misty step A creature can detach the tanuki by making
Magic Resistance: The tanuki has advantage a successful DC 13 Strength check as an
on saving throws against spells and other action. On its turn, the tanuki can detach
magical effects. itself from the target by using 5 feet of
Nimble Escape: The tanuki can take the movement.
Disengage or Hide action as a bonus action on Drum: The tanuki beats out a hypnotic
each of its turns. patter on its scrotum. Every creature
within 300 feet of the tanuki that can hear
ACTIONS the song must succeed on a DC 13 Wisdom
Bite: Melee Weapon Attack: +4 to hit, reach saving throw or be charmed until the
5 ft., one target. Hit: 4 (1d4+2) piercing song ends. The tanuki must take a bonus
damage. action on its subsequent turns to continue
Change Shape: The tanuki magically drumming. It can stop drumming at any
polymorphs into a humanoid or beast that time. The drum beat ends if the tanuki is
has a Challenge: rating equal to or less than incapacitated.
its own, or back into its true form. It reverts
to its true form if it dies. Any equipment it is While charmed by the tanuki, a target is
wearing or carrying is absorbed or borne by incapacitated and ignores the drumbeats
the new form (the tanuki’s choice). of other tanuki. If the charmed target is
more than 5 feet away from the tanuki, the
target can take the Dash action on its turn
to move toward the tanuki by the most
direct route. It doesn’t avoid opportunity
attacks, but before moving into damaging

44

terrain, such as lava or a pit, and whenever its turns. If a creature’s saving throw is
it takes damage from a source other successful, the effect ends on it.
than the tanuki, a target can repeat the A target that successfully saves is immune
saving throw. A creature can also repeat to this tanuki’s drumbeat for the next 24
the saving throw at the end of each of hours.

Nekomata can be quite vindictive if harmed, KABUSO
and are said to curse anyone who attacks them
for a full seven generations (often driving their Tiny fey, neutral
would-be assailant insane). Old cats sometimes Armor Class: 12
become nekomata, as do pets who wish to Hit Points: 8 (4d4)
avenge their (usually murdered) masters. Speed: 40 ft., climb 30 ft.

TATSU (RYU) STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 12 (+1)
A tatsu (or ryu) looks virtually identical to
the Chinese kioh-lung, although it usually has a Skills: Perception +3, Stealth +4
more serpentine body, a thick beard along the Senses: darkvision 60 ft., passive Perception
bottom of the lower jaw, and long whiskers. 13
In addition, the tatsu only has three claws as Languages: understands Common, but
opposed to the kioh-liung’s normal compliment doesn’t speak it
of five, while the Korean riong has four claws on Challenge: 1/8 (25 XP)
each foot. Shapechanger: The kabuso can use its
Water Dragon: The tatsu is a close relative of action to polymorph into a Small or Medium
the kioh-lung, and in many ways the two are humanoid, or back into its true form. Its
virtually identical. Like the kioh-lung, tatsu live statistics, other than its size, are the same
in the sea, rivers, or in deep lakes, where they in each form. Any equipment it is wearing or
control the weather, summoning or dismissing carrying isn’t transformed. It reverts to its
clouds and rain at will. Under the surface of true form if it dies.
the ocean lives Ryujin, the dragon king of the Innate Spellcasting: The kabuso’s spellcasting
sea, in a vast and beautiful palace. There are ability is Intelligence (spell save DC 13).
five other dragon kings as well, each associated It can innately cast the following spells,
with a specific color and cardinal direction requiring no material components:

They are: The Yellow Dragon of the Middle At will: dancing lights, faerie fire,
(i.e. China), who introduced writing to the prestidigitation
world; the Black Dragon of the north, who 3/day each: darkness, fog cloud,
represents courage and honor; the Red Dragon invisibility, silent image
of the south, who represents summer, life, love, 1/day each: expeditious retreat, major
and peach blossoms; the Blue Dragon of the image, misty step
east, who represents marriage and scholarship; Keen Smell: The kabuso has advantage on
the White Dragon of the west, represents virtue, Wisdom (Perception) checks that rely on
but might bring famine. smell.
Solitary Lives: Tatsu tend to keep to themselves
for the most part, although there are ACTIONS
exceptions. For example, every 50 years the Claws: Melee Weapon Attack: +2 to hit,
white dragon of Ukisima pond would transform reach 5 ft., one target. Hit: 1 slashing
itself into a great white bird named O-Goncho damage.

45

and spread famine and disease. On the other NEKOMATA
hand, some men have married female dragons,
such as Hoori, who married the beautiful Medium fey, neutral
daughter of Ryujin and is the legendary Armor Class: 12
ancestor of the emperors of Japan. Hit Points: 49 (9d8 + 9)
Speed: 50 ft., climb 40 ft.
Masters of Wind and Water: Aside from their
great size, numerous teeth, and sharp claws, STR DEX CON INT WIS CHA
tatsu have numerous powers relating to their 14 (+2) 15 (+2) 12 (+1) 16 (+3) 12 (+1) 14 (+2)
command of wind and water. They can summon
(or dismiss) rain at will, and can produce a Skills: Perception +1, Stealth +2
raging tempest out of a clear sky. If they wish, Senses: darkvision 60 ft., passive Perception
they can breathe out clouds of mist, rain, Languages: understands Common, but
or fire, vanish from sight, or shrink down so doesn’t speak it
small as to be virtually undetectable. Dragons Challenge: 1 (200 XP)
can also assume human form, and often do so Shapechanger: The nekomata can use its
in order to speak with men without arousing action to polymorph into a Small or Medium
suspicion or raising a fuss. humanoid, or back into its true form. Its
statistics, other than its size, are the same
Historical Notes: You can use a tatsu the in each form. Any equipment it is wearing or
same way as the kioh-lung—as a local deity, a carrying isn’t transformed. It reverts to its
messenger of the gods, or even as snippet of true form if it dies.
folklore. A tatsu can even be the catalyst for Innate Spellcasting: The nekomata’s
an adventure—such as in the case of the Dragon spellcasting ability is Intelligence (spell save
King of Lake Biwa who asked the samurai DC 13). It can innately cast the following
Hidesato to slay the gigantic mukade (see page spells, requiring no material components:
???) threatening him and his family. Hidesato
did so, and was rewarded with an ever-full bag At will: dancing lights, faerie fire,
of rice. Another example is the story of the prestidigitation
Dragon Carp (see page ???), who was caught 3/day each: darkness, fog cloud,
by a Korean fisherman. The Carp informed invisibility, silent image
the man he was the son of the Dragon King, 1/day each: confusion, major image, speak
and would reward the fisherman if released. with dead
Naturally, the fisherman did so, and went home Keen Smell: The nekomata has advantage
a rich man. on Wisdom (Perception) checks that rely on
smell.
Of course, not all adventures with tatsu will
work out so well in the end. Several Japanese ACTIONS
tales have dragons (in human form) telling their Multiattack: The nekomata makes one bite
human spouses not to look at them at certain attack and one claw attack.
times. Eventually, the human spouse violates Bite: Melee Weapon Attack: +4 to hit, reach
this taboo, sees their beloved in the form of a 5 ft., one target. Hit: 5 (1d6 + 2) piercing
dragon, and the dragon leaves them forever. damage.
Claw: Melee Weapon Attack: +4 to hit, reach
This stat block (as well as that of the kioh- 5 ft., one target. Hit: 5 (1d6 + 2) slashing
lung) can be used to represent the riong, or damage.
Korean dragon.

46

TATSU OR RYU? • Underwater plants within 6 miles of the
Tatsu is an older, Japanese name for tatsu’s lair take on dazzlingly brilliant hues.

a dragon. Ryu is the more modern and • Given days or longer to work, the tatsu can
widespread term. make clouds and fog within its lair as solid as
THE HAI RIYO stone, forming structures and other objects
as it wishes.
This creature, also known as the Tobo Tatsu
or the Schachi Hoko, is a large bird, fully • If the tatsu dies, changed weather reverts
feathered, with a bird’s wings and claws, but to normal, as described in the spell, and the
the head of a dragon. Found on screens in the other effects fade in 1d10 days.
Chi-on-in monastery of Kyoto, it might be an
attempt to depict the winged Chinese dragon LEGENDARY ACTIONS
known as the Ying Lung. The tatsu can take 3 legendary actions,

A TATSU’S LAIR choosing from the options below. Only one
Much like the kioh-lung, tatsu tend to dwell legendary action option can be used at a time
and only at the end of another creature’s turn.
in remote, out-of-the-way places. This includes The dragon regains spent legendary actions at
such locations are among the clouds, the tops of the start of its turn.
mountains, within deep forests, at the bottom • Detect: The tatsu makes a Wisdom
of the deep lakes and rivers, or the ocean floor.
LAIR ACTIONS (Perception) check.
• The tatsu creates fog as though it had cast • Flight: The tatsu flies up to half its flying

the fog cloud spell. The fog lasts until speed.
initiative count 20 on the next round. • Tail Attack: The tatsu makes a tail attack.
• A strong wind blows around the tatsu. Each
creature within 60 feet of the tatsu must TENGU
succeed on a DC 15 Strength saving throw
or be pushed 15 feet away from the tatsu Tengu are humanoid birds about the same
and knocked prone. Gases and vapors are size and weight of a human and come in two
dispersed by the wind, and unprotected varieties. They are the karasu, or “crow” tengu,
flames are extinguished. Protected flames; and the dai-, or “great” tengu. Karasu tengu
such as lanterns, have a 50 percent chance of appear as a human with the head of a crow or
being extinguished. raven. They have small, black-feathered wings,
and sharp claws on their fingers and toes. A dai-
REGIONAL EFFECTS tengu is also known as a oo-tengu or hanataka
• Once per day, the tatsu can alter the (long-nose) tengu. They look like a tall, thin
human, with a red face and an extremely long
weather in a 6-mile radius centered on its red nose. Both varieties of tengu tend to dress
lair. The dragon doesn’t need to be outdoors, in the robes of the yamabushi, complete with
nor does the dragon need to maintain a clear tokin (a combination cap and drinking cup) and
path to the sky or to concentrate for the shakujo (seven-ring staff). In addition, tengu
change in weather to persist; otherwise the are almost always armed with a katana of high
effect is identical to the control weather quality and sometimes wear armor. Both forms
spell. of tengu can fly with ease, even though the
• Water flows pure within 3 miles of a tatsu’s dai-tengu lacks wings. It maybe be possible that
lair. Any purposeful corruption of the water there are other forms of tengu, and sources
lasts for no longer than 3 minutes. mention a konoha tengu, described as having a
red bird’s head, long hair, wings, and eagle-like
talons on their feet.

47

TATSU Frightful Presence: Each creature of the
tatsu’s choice that is within 120 feet of the
Gargantuan dragon, any lawful alignment tatsu and aware of it must succeed on a DC
Armor Class: 21 (natural armor) 20 Wisdom saving throw or become frightened
Hit Points: 444 (24d20 + 192) for 1 minute. A creature can repeat the
Speed: 40 ft., fly 80 ft. (hover), swim 40 ft. saving throw at the end of each of its turns,
ending the effect on itself on a success. If a
STR DEX CON INT WIS CHA creature’s saving throw is successful or the
28 (+9) 14 (+2) 26 (+8) 18 (+4) 17 (+3) 24 (+7) effect ends for it, the creature is immune to
the tatsu’s Frightful Presence for the next 24
Saving Throws: Dex +9, Con +15, Wis +11, Cha hours.
+14 Breath Weapons (Recharge 5-6): The tatsu
Skills: Arcana +11, Perception +11, Religion uses one of the following breath weapons.
+11, Stealth +9
Damage Resistances: cold, lightning, thunder Fire Breath: The tatsu exhales fire in a
Senses: blindsight 60 ft., darkvision 120 ft., 90-foot cone. Each creature in that area
passive Perception 21 must make a DC 23 Dexterity saving
Languages: Common, Draconic throw, taking 66 (12d10) fire damage on a
Challenge: 22 (30,000 XP) failed save, or half as much damage on a
Amphibious: The tatsu can breathe air and successful one.
water. Fog Cloud: The tatsu exhales mist in a 90-
Legendary Resistance (3/Day): If the tatsu foot cone. This mist behaves exactly like
fails a saving throw, it can choose to succeed the fog cloud spell.
instead. Change Shape: The tatsu magically
polymorphs into a humanoid or beast that has
ACTIONS a Challenge: rating no higher than its own, or
Multiattack: The tatsu can use its Frightful back into its true form. It reverts to its true
Presence. It then makes three attacks: one form if it dies. Any equipment it is wearing
with its bite and two with its claws. or carrying is absorbed or borne by the new
Bite: Melee Weapon Attack: +16 to hit, reach form (the dragon’s choice).
15 ft., one target. Hit: 20 (2d10 + 9) piercing
damage. In a new form, the tatsu retains its
Claw: Melee Weapon Attack: +16 to hit, reach alignment, hit points, Hit Dice, ability to
10ft., one target. Hit: 16 (2d6 + 9) slashing speak, proficiencies, Legendary Resistance,
damage. lair actions, and Intelligence, Wisdom, and
Tail: Melee Weapon Attack: +16 to hit, Charisma scores, as well as this action. Its
reach 20 ft., one target. Hit: 18 (2d8 + 9) statistics and capabilities are otherwise
bludgeoning damage. replaced by those of the new form, except
any class features or legendary actions of
that form.

Mountain Spirits: They inhabit high mountains and have been known to steal items from
or thick forests, and are known to guard their homes, hurl stones at homes in the middle of
domains closely. Tengu generally live alone the night, capture children and then return
or in small, isolated communities, and are them in a dazed state, and transform onto the
known to associate with the yamabushi (Shinto likeness of Buddhist monks to confuse and trick
mountain priests). Interestingly, there don’t people. In fact, Buddhist monks are a favored
seem to be female tengu, so how these beings target of the tengu, and both the monks and
reproduce is unknown. their monasteries are frequent targets of
Tricksters: Tengu delight in making mischief harassment. Tengu are also found of battle, and
and causing trouble. They are fond of pranks, often try to incite revolt and war through their
pranks.

48

Although they enjoy playing pranks on others, searching for lost children. However, whatever
tengu don’t care for tricks to be played on its attitude, the tengu was always known to be
them. Those who trick a tengu may find the a master of warfare and the sword, and many
tengu’s revenge to be lethal, such as in the case well-known warriors of legend and history were
of a boy who hid in a tall tree and pretended said to be taught by a tengu. One of Japan’s
to be a tengu in order to frighten others. While most famous samurai, Yoshitsune Minamoto,
sitting in his tree making sounds like a crow and was said to have been instructed by a tengu
convincing the villagers to worship him, a strong named Sojobo.
wind came up and hurled him from the tree and
to his death. Another young man managed to Due to the nature of the tengu, you have a
persuade a tengu to trade him the tengu’s cloak great deal of leeway when presenting one. A
of invisibility for a worthless stick of bamboo. particular tengu can be malicious goblin, or
Angered, the tengu then hurled the youth into simply a benevolent trickster. They may try
an icy river, from which the young man was to frighten off a party of adventurers, or if
barely able to escape. sufficiently impressed or flattered, may deign
to teach one or two a new sword technique (in
For those who treat a tengu with respect, other words, any combat-related feat or epic
however, comes the chance the tengu will be boon). You may even want to give the tengu
suitably impressed with the human and possibly powers beyond the ones listed here, as some
consent to gift them with instruction in the arts tengu were said to be able to possess people
of warfare and the sword, of which the tengu and speak through them. See the kitsune (page
are known to be masters. ???) for an idea on how to handle possession.
Masters of the Sword: Normally the tengu TENGU OPTIONS
are satisfied with simple tricks and pranks,
but if angered or attacked they can prove to Apply any of the following to the base tengu
be fearsome opponents. Tengu are master stat block.
fencers one and all, and are usually found Yadome-jutsu (arrow-cutting): Ranged weapon
armed with a katana or tachi, and many know attacks targeting the tengu are made at
powerful and unusual sword techniques. The disadvantage.
magical powers of the tengu are said to be
vast, and may include the ability to become Become Invisible: As a bonus action, the
invisible, create illusionary images, and even tengu can magically turn invisible until its
control the weather. Due to their dwelling in concentration ends (as if concentrating on
the mountains, tengu have become associated a spell). Any equipment the tengu wears or
with winds, rain, and the weather, and may carries is invisible with it.
be masters of all three. They also may be
capable of some form of fire magic, and are Control the Weather (Recharges after a Short or
thought to be responsible for the glowing lights Long Rest): The tengu can innately cast control
seen drifting through thick forests and around weather requiring no material components.
mountains. If attacked, a tengu will fight
fiercely, but not foolishly, and will flee by use Illusions: The tengu can innately cast major
of flight if the encounter goes against it. illusion 3 times a day requiring no material
components.
Historical Notes: Initially a fairly evil creature,
the tengu’s reputation as a fearsome goblin Mind Over Matter: The tengu can innately cast
of the mountains softened over time. Around telekinesis 3 times a day requiring no material
the 14th century, some tengu were considered components. It also can cast mage hand at will.
benevolent, and were asked to assist in
Mind Reading: The tengu can innately cast
detect thoughts 3 times a day requiring no
material components.

49

Nether Here Nor There: As an action, TENGU
the tengu magically teleports, along
with any equipment it is wearing Medium fey (shape changer), chaotic neutral
or carrying, up to 60 feet to an Armor Class: 16
unoccupied space it can see. Hit Points: 112 (15d8 + 45)
Voice of Prophecy: The tengu can Speed: 30 ft., fly 30 ft.
innately cast divination once per day,
requiring no material components. STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) 17 (+3) 17 (+3) 18 (+4)
WAIRA
Saving Throws: Str +6, Dex +9, Con +6, Wis +6, Cha +7
Waira are massive forest-dwelling Skills: Acrobatics +9, Athletics +6, Deception +7,
animals somewhat larger than an Perception +6, Performance +7
ox. They have coarse hair all over Senses: darkvision 60 ft., passive Perception 16
their bodies, a large mouth filled Languages: Common
with sharp teeth, floppy, dog-like Challenge: 7 (2,900 XP)
ears, cow-like eyes, and a long Shapechanger: The tengu can use its action to
tongue. Their forelegs end in single polymorph into a Small or Medium humanoid, or
sharp claw, while their rear legs back into its true form. Its statistics, other than its
are so rarely seen as to be open to size, are the same in each form. Any equipment it is
speculation. There are some who say wearing or carrying isn’t transformed. It reverts to its
the waira has legs like a great spider. true form if it dies.
Forest-Hunters: Waira are meat Dual Wielding: The tengu’s AC increases by 2 when the
eaters, preying on deer, boar, and tengu wields a weapon in each hand.
the occasional horse or cow. Solitary Light-footed: The tengu can take the Dash or
as a general rule, they are somewhat Disengage action as a bonus action on each of its
territorial and usually keep to turns.
themselves, unless it is mating Magic Resistance: The tengu has advantage on saving
season. For all their size, they are throws against spells and other magical effects.
quite shy, and tend to retreat from Swordmaster: A melee weapon deals one extra die of
human intrusion, unless cornered or its damage when the tengu hits with it (included in
wounded, in which case they can be the attack).
quite aggressive.
ACTIONS
Capable of great stealth despite Multiattack: The tengu makes two katana attacks. If it
their size, waira tend to remain has a wakizashi drawn, it can also make a wakizashi
hidden in thickets and the like, attack.
springing out in a rush to attack prey. Katana (Longsword): Melee Weapon Attack: +6 to
Normally a bite is delivered first, hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing
often in the form of a grapple, while damage, or 14 (2d10 + 3) slashing damage if used with
the sharp-clawed front legs deliver two hands.
raking blows. Spirited resistance may Wakizashi (Shortsword): Melee Weapon Attack: +9 to
cause the waira to drop its victim, hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing
although the animal won’t go far as it damage.
waits for blood loss and weakness to Claws: Melee Weapon Attack: +9 to hit, reach 5 ft.,
do its prey in. one target. Hit: 5 (1d4 + 3) slashing damage.

REACTIONS
Parry: The tengu adds 3 to its AC against one melee
attack that would hit it. To do so, the tengu must see
the attacker and be wielding a melee weapon.

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