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Published by goroiamanuci, 2023-01-03 07:43:35

tome of yokai 4

tome of yokai 4

竜燈Ryuto ( )

These mysterious balls of fire can be seen floating on still
bodies of water just as the sun sets over the horizon. Their
name means "Dragon Lights" as they almost always signal
the nearby presence of a dragon.

Although they emit light, the Ryuto do not produce any
heat. They are simply an otherworldly phenomenon--a
reminder that the spirit world is never far away. However, if
there is enough spirit energy around and enough Ryuto
present, they can coalsce to form the fiery image of a dragon
that can attack the party if provoked.

Ryuto

Tiny yokai, neutral
Armor Class 10
Hit Points 5
Speed 30ft.

STR DEX CON INT WIS CHA
0 (-5) 10 (+0) 0 (-5) 0 (-5) 0 (-5) 0 (-5)

Damage Immunities Bludgeoning, slashing, piercing
from non-magical weapons.

Challenge 0 (0 XP)
Emit Light The Ryuto emits light of any color for 30
ft. in every direction and 30 ft. of dim light after
that.
Dragon Form If there are enough Ryuto present,
they can come together to form a dragon. The
dragon form uses the stats of whichever dragon
size and color it takes the form of.

Dragon Form Dragon Age/Size
Wyrmling
# of Ryuto Young
5-10 Adult
11-15 Ancient
16-20
20+

Ryuto tactics
Ryuto are not sentient like other yokai and thus provide no
direct conflict with other creatures; however, since they are
harbingers for much more powerful creatures, they can
signal to players the coming of a legendary beasts. They can
also provide light through dangerous terrain on dark nights, if
used by a good dragon, or they can lead to ruin if used by a
bad one.

On very rare occasion the Ryuto will combine in their
dragon form and it is up to the party whether or not they wish
to engage. If so, there is the possibility that they must
contend with the actual dragon afterwards.

二口女Futakuchi-Onna ( ) Futakuchi-Onna

When a woman become especially gluttonous, greedy, or Medium yokai, chaotic evil
cruel, they might turn into a Futakuchi-Onna and grow a
second, hidden mouth in the back of their heads. Armor Class 13
Hit Points 45
This mouth is inherently wicked with an insatiable Speed 30ft.
appetite. It will take control of the woman when she is
unconscious--usually while she is asleep--and eat as much as STR DEX CON INT WIS CHA
it can. While the woman is awake, it will whisper horrid 8 (-1) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 14 (+2)
things and slowly drive the unknowing woman mad.
Saving Throws Charisma +4
A single Futakuchi-Onna can bring absoulte ruin to a Skills Deception +6
houshold and, in rare cases, bring an entire village to its Condition Immunities None
knees. Senses passive Perception 12
Languages Common
Futakuchi-Onna tactics Challenge 2 (450 XP)
The Futakuchi-Onna relys on stealth misdirection. It will
never reveal itself in the prescense of others, preferring to False Form. The Futakuchi-Onna appears like a
torment its host alone. normal woman. The second mouth in the back of
her head and her hair tentacles are invisible until
If it is discovered it has one more card up its hariy sleeve: they take an action.
the only way to kill it is to destroy its host. It will try to use the Ensaring Hair The Futakuchi-Onna's hair is highly
moral qualms of its attackers to its advantage, lashing out adept at grappling objects and food. Any creature
viciously and gobbling everything in site. Any tiny creatures in struck twice in a row by the Futakuchi-Onna' Hair
the party are especially susceptible and the first targets of the Tentacles is grappled (DC 13).
yokai. Voracious Appetite If the Futakuchi-Onna is
grappling a target, instead of making a bite attack it
can initiate a strength contests. If it wins, it eats a
random object that is carried by the target.

Actions

Multiattack. The Futakuchi-Onna can make three
attacks; one with its bite and two with its tentacles.
Hair Tentacles. Melee Attack: +3 to hit, reach 10ft.,
one target. Hit 5 (1d6 + 2)
Bite Melee Attack: +3 to hit, reach 5ft., one target.
Hit 10 (3d6-2) If the creature is of size Small or
Tiny, it is also swallowed. A swallowed creature is
blinded and restrained and takes 1d6 acid damage
at the start of its turn.

獏Baku ( ) Baku Tactics
The Baku isn't naturally aggressive and will attempt to flee
One of the innately good yokai, the Baku wanders the land, any creature before fighting it. When cornered, however, it
eating the nightmares of people--it finds the nightmares of will first use Sleep to hinder its foes and afterwards attempt
children especially tasty. As such, people will sing lullabies to run. If that doesn't work it will continue to flee, using
and hang ornaments in their homes to welcome Baku. Nightmare Vomit as much as possible and using Slam on any
foe that gets too close.
However, if a Baku lingers too long in one place and gets its
fill of nightmares, it will start to eat the other dreams of Credit: Hokusai
people, including future dreams and ambitions, until they are
hollow shells of their former selves.
Chimeric Appearance
The Baku is an amalgam of different creatures mashed
together. With an elephant's trunk, tiger's paws, and a body
full of long, shaggy fur, the Baku is easily recognizable...if it
wishes to be seen.

Baku

Medium yokai, neutral good
Armor Class 13
Hit Points 65
Speed 25ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 12 (+1) 16 (+3) 16 (+3) 16 (+3)

Saving Throws Intelligence +5, Wisdom +5
Condition Immunities Sleep
Senses passive Perception 13
Languages Telepathy
Challenge 3 (700 XP)

Dream Eater. Anyone who sleeps within one mile of
the Baku will not suffer any nightmares and instead
will have pleasant dreams. However, if a creature
spends three nights sleeping within a mile of a
Baku, it will start to have its other dreams eaten as
well and gain one level of exhaustion per night
(max 3)
Holy Aura The Baku's aura causes extreme
discomfort to any evil close to it. Any evil creature
within 100ft. of the Baku has disadvantage on all
ability, save, and attack rolls.
Innate Spellcasting The Baku’s innate spellcasting
ability is Charisma (spell save DC 13). It can
innately cast the following spells:
3/day each: sleep

Actions

Slam. Melee Attack: +4 to hit, reach 5ft., one target.
Hit 4 (1d6 + 2)
Nightmare Vomit (Recharge 6). The Baku disgorges
all the nightmare's it has eaten in the form of a
black mist that sprays in a 30ft. cone. Any creature
caught in the cone must make a DC 13 WIS save or
take 2d6 psychic damage (1/2 on success) and be
feared until the end of their next turn.

狛犬Komainu ( ) Komainu Tactics
When engaged, the two Komainu will always attack the same
Standing at the gates of virtually every shinto shrine are the target, and they will always go after the one they perceive as
two imposing lion dogs known as Komainu. The spirits the most evil or most likely a threat to their shrine (thieves,
within these statues remain ever vigiliant for anything that etc).
would threaten the holy ground which they guard, ready to
come alive and pounce at a moment's notice. To start, they will pounce to close the distance, then gang
Guardian Pair up on the target using their teeth and claws until it is dead,
The Komainu are always found in twos--one male, one ignoring all other attacks.
female--yet they will fight as one and woe to the enemy that
kills a Komainu's partner. There is no retreat for the Komainu, and they will fight to
the death. When one dies, the other goes into a berserker
Komainu rage, striking at anything close to it.

Large yokia, neutral good
Armor Class 18
Hit Points 50
Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Strength +7, Constitution +7
Damage Immunities Fire
Damage Resistances Bludgeoning, slashing, piercing

from non-magical weapons
Condition Immunities Paralyzed
Senses passive Perception 11
Languages None
Challenge 5 (1800 XP)

False Appearance. While still, the Komainu appear as
normal statues.
Dual Guardians. As long as the Komainu and its
partner are within sight of each other, they have
advantage on all attack, save, and ability rolls.
Enfuriated. If the Komainu's partner dies, it becomes
enraged. On its turn, the Komainu makes a random
attack against the nearest creature.

Actions

Multiattack. The komainu makes three attacks: one
with its bite and two with its claws.
Claw. Melee Attack: +6 to hit, reach 5ft., one target.
Hit 11 (2d6 + 4)
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 13 (2d8 + 4)
Pounce. The Komainu can move up to 20ft. and
make a melee attack (+6 to hit). On a hit, the target
is dealt 15 (2d10+4) damage and must make a STR
save (DC 15) or be knocked prone.

化 鯨Bakekujira ( け ) Harbinger of plague
A foulness envelopes a Bakekujira, warping the birds and fish
Along the coast, almost no creature is more feared than the that swim near it. Anyone who gets close suffers from
vengeful Bakekujira, or Ghost Whale. The haunted spirit of a choking fumes, rotting stench, and stinging corpse gases.
whale unjustly slaughtered, it swims up and down the
coastline, bringing ruin and disater to any person that lays If the Bakekujira swims close to the shore of a fishing
eyes on it. Entire villages have been decimated by the disease village, it can spread its disease to everyone in the village.
and foulness it spreads. The sudden spread of consumption, the pox, and leprosy
have all been attributed to the nearby presence of a
Bakekujira Bakekujira.

Huge yokai, neutral evil Foul Miasma. A poisonous cloud surrounds the
Armor Class 18 Bakekujira in a 30ft. radius. Any creature that enters or
Hit Points 250 starts their turn in it is automatically poisoned until
Speed swim 40ft. they leave the area.
Cursed Visage. Those who lay eyes on the Bakekujira
STR DEX CON INT WIS CHA suffer grave misfortune. Any creature who has seen it
20 (+5) 8 (-1) 20 (+5) 8 (-1) 6 (-2) 6 (-2) are cursed for 1 day; every time they make an ability,
Saving Throws Strength +10, Constitution +10 save, or attack roll must also roll an addition d4 and
Damage Immunites Bludgeoning, slashing, piercing subtract that from the total.
from non-magical weapons
Condition Immunities weak-kneed Actions
Senses passive Perception 18
Languages Latin Swallow. Melee Attack: +8 to hit, reach 5ft., one target.
Challenge 15 (13,000 XP) On a hit, the target is swallowed. While swallowed, the
Siege Monster. The Bakekujira deals double damage to creature is blinded and restrained, it has total cover
objects and structures. against attacks and other effects outside the
Strange Entourage. Strange, otherworldy birds and sea Bakekujira, and it takes 42 (12d6) necrotic damage at
creatures surround the Bakekujira, announcing its the start of each of the Bakekujira's turns.
prescense to those who are perceptive enough. Tail Slam. Melee Attack: +8 to hit, reach 5ft., one target.
Hit 32 (3d8 + 5)
Bakekujira tactics Plague Spray. Ranged Attack: +8 to hit, reach 60ft. line,
The Bakekujira will not attempt to attack any party that is On a hit, all creatures in line must make a DC 18 CON
standing on solid ground, instead it will spread its disease to save or take 6d6 poison damage (half on success) and
nearby people and find another town or village to terrorize. become poisoned until the end of their next turn.

However, if it encounters the party on a ship, it will attack Credit: Hokusai
with impunity. It will get as close to the ship as possible to
affect as many on board with its Foul Miasma while tearing
the ship asunder with its Tail Slam.

If it is getting harrassed too badly it will cover the ship with
its Plage Spray before getting back to destroying the ship.

Once the ship is destroyed, the Bakekujira will Swallow a
creature and Slam the rest into oblivion.

The Bakekujira will retreat if its hit points get too low, as it
wants to inflict as much damage as possible to as many
people as it can.



Table Of Contents

-
1 Introduction
2 Binbōgami
3 Kodama
4 Shinigami
5 Tengu
6 Umibōzu

Extras:
Created by Kyle Spencer
Current Version: 1.0
Cover Image by Tsukioka

Yoshitoshi

Introduction
The goal of this volume is to
introduce some more
"situational" yokai. While
some can be quite formidibale
when forced to battle, most of
these yokai will test your
player outside of combat.
From the money-stealing
binbōgami, to the wise,
hermit-like tengu, these yokai
should help you add some
interesting hooks and story
elements to your adventures.

I really hope you enjoy, and
if you do, please leave a review
or some feedback. I'm always
looking to make these better,
and I can't do that without
your help.

Binbōgami Binbōgami Tactics

Every society has a tale warning of the price Not a particularly strong yokai, the binbōgami will do what it
of wanton greed and wastefulness. As far as can to avoid being found out by using disguise self; however,
yokai are concerned, that price is the if it is, then it will attempt to use its extensive illusion magic
binbōgami, a tiny spirit that takes on the to make a quick escape without resorting to violence.
guise of a poor old man. It will follow those
who boastfullyflaunt their money, foolishly The binbōgami will first cast incite greed, entraping its
spend it on frivolities, or waste what target by pretending to return that which it has stolen. it will
precious little that loved ones have bequethed to them. then use blink and expiditious retreat to make a hasty getway.

If one is visited by a binbōgami, it will nt be long before If the binbōgami is trapped, it will cast blur on itself and try
whatever wealth they have attained in their life vanishes to make its way past, only using poison spray as a last resort.
completely.
Before it dies, it will attempt to cast shatter as its last spell.
Players may encounter the binbōgami in their adventures if
they act with the singleminded intent of gaining gold, or if Artist: Unknown
they act in an incredibly stingy way to those in need. And
while it is possible for more than one binbōgami to curse a
group of people, or multiple binbōgami cursing the same
person, it is incredibly rare, since these are mostly solitary
yokai.

Curse of Poverty

The binbōgami curses a creature that it thinks unjustifiably
possesses an excess of wealth. Each day that the creature is
cursed, it must roll a d10. It loses that percentage of its
money, which then goes to the binbōgami. If the binbōgami is
defeated, then all the money is returned to the creature who
owns it. If the binbōgami isn't found and defeated in 10 days,
it disappears without a trace, taking the curse with it.

The Stench of Poverty

Most who claim that they have seen a binbōgami say it takes
on the appearance of a poor old man, yet the yokai's true
form is unknown, since it can shapeshift into any form it so
desires.

The binbōgami's transformation is almost perfect save for
one flaw: wherever the yokai goes, its stench is not far behind.
Those that have been cursed by the binbōgami recall the
sickeningly sweet smell of rotting fruit wherever they went.
That unshakeable scent is the telltale sign that a binbōgami
has its sights on you.

If one can locate the sourve of the smell, they can dispell
the glamour around the binbōgami, revealing it and possibly
forcing it to return any money it may have stolen thus far. But
such a feat is easier said than done, since the odor can be
overpowering, and the binbōgami can take the shape of
anything, living or otherwise.

Binbōgami

Tiny fey, chaotic neutral

Armor Class 14
Hit Points 60
Speed 30ft.

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

Saving Throws. Cha +6, Int/Wis +3, Str/Dex/Con +0
Senses Passive Perception 12
Languages Common
Challenge 2 (450 XP)

Spellcasting. The binbōgami is a 5th-level
spellcaster who uses Charisma as its spellcasting
ability (spell save DC 13; +5 to hit with spell
attacks). It has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor
illusion, poison spray
1st level (4 slots): charm person, disguise self,
expiditious retreat
2nd level (3 slots): blindness/deafness, blur, hold
person, mirror image, shatter
3rd level (2 slots): incite greed, blink

Actions

Coin Toss. Ranged Weapon Attack: +5 to hit, range
20/40 ft., one target. Hit 5 (1d10) bludgeoning
damage. The binbōgami throws the gold coins it
has acquired, each one exploding on impact.

Kodamaokai and nature have forever been intertined. Kodama
Nowhere is this more exemplified than with the
kodama. With their lifeforce linked to ancient Small elemental, neutral good
trees, these spirits guard their forests, nurturing
Armor Class 16 (barkskin)
Ythem and defending them from harm. Local Hit Points 25
farmers and woodsmen have learned to coexist Speed 30 ft.
with kodama; the kodama guide them to dead
or dying trees to be used for fuel and shelter, while the locals STR DEX CON INT WIS CHA
leave untouched the healthier wood. In places where this 10 (+0) 12 (+1) 8 (-1) 14 (+2) 16 (+3) 12 (+1)
relationship has lasted throughout generations, the kodama
have been known to provide fruit, medicine, and other Saving Throws. Wis +4, Int/Cha +2, Str/Dex/Con -1
bounties of the forest as well. Damage Vulnerabilities Fire, Slashing
Damage Resitances Necrotic
However, there will always be those looking to exploit the Damage Immunities Poison
treasures of the forest, and if they dare tread upon a kodama's Condition Immunities Poisoned
territory, they will find the entire ecosystem up in arms. Senses Blindsight 60 ft., Passive Perception 13
Stories about of greedy loggers and industrialists who Languages Pottymouth
venture into the forest, never to return. Challenge 1 (200 XP)

If one has a keen eye and ear for nature, they cna use Innate Spellcasting. The kodama's innate spellcasting
kodama to help guide their way through seemingly dangerous ability is Wisdom (spell save DC 11, +5 to hit with
terrain. The more kodama that are seen in a forest, the spell attacks). The kodama can innately cast the
healthier that forest is and the less evil has infiltrated it. But following spells, requiring no material components:
not even the bravest kodama will stick around a forest that At will: *mold earth, purify food and drink, thorn
has been tainted by evil and its foul offspring. whip,
3/day each: cure wounds, snare
Kodama Tactics 1/day each: hold person, moonbeam, spike growth
Speak with Beasts and Plants. The kodama can
Kodama want to preserve above all else the lives of their communicate with beasts and plants as if they
spirit trees, as well as any creature in their forests. If they can shared a language.
guarantee that without harming anyone, they will do so.
However, if a being continues to threaten the existence of the Actions
kodamas' trees, the kodamas will call upon the forest to help
in their defense. Vine Whip. Melee Weapon Attack: +3 to hit, reach
15ft., one target. Hit 3 (1d6). Target must make a
While it doesn't have a lot of offensive capabilities, the DC 11 Strength save or become restrained. At the
kodama will attempt to root the aggressor in place as it cries beginning of its next turn, it may reroll that save.
out to the surrounding forest, drawing much bigger beasts to
the area. With the ability to communicate with the local
plants and animals, the kodama can acts as a general of
sorts, coordinating otherwise unintelligent beasts with
frightening efficiency.

Artist: Toriyama Sekein

Shinigamihinigami are spirits that act much the way the While many claim that a shinigami cannot be killed, the
Grim Reaper does: they help secure safe passage contrary is in fact true; however, if the shinigami feels the tug
for the souls of the recently departed. They are of the netherworld, it will cast time ravage on its original
incredibuly powerful spirits whose existence is target. However, if the target survives this spell and manages
to deal the killing blow to the shinigami, it will have literally
Sdedicated to that particular goal. Should someone defeated death, and can no longer die.
or something get in their way, shinigami can
bring untold calamity to everyone involved. Artist: Takehara Shunsensai

Call of the Void Innate Spellcasting. The shinigami's innate spellcasting
ability is Wisdom (spell save DC 23, +16 to hit with
Every now and then, either by luck or sheer force of will, a spell attacks). The shinigami can innately cast the
hero will survive a seemingly impossible situation. In such a following spells, requiring no material components:
case, they literally cheat death, invoking the wrath of the At will: mind spike, ray of sickness, vampiric touch
shinigami that was sent to bring them to the afterlife. Not one 1/day each: banishment (at level 9), circle of death,
to give up so easily, the shinigami will possess the hero, but it finger of death, mental prison, scatter, time ravage
will do so in a subtle way. From then on, whenever the hero is
faced with a life-or-death situation, they will feel a faint Actions
tugging towards their own self destruction.
Ethereal Swipe. Melee Weapon Attack: +16 to hit, reach
If anyone is possessed by a shinigami, they suffer 5ft., one target. Hit 22 (4d10) psychic damage. The
disadvantage on any saving roll that could potentially kill the target rolls a d10. On a 1, its spirit is flung to the Land
person. They also suffer disadvantage on any check or attack of Wind and Ghosts until the beginning of its next turn,
if they are in an especially dangerous situation. leaving its body incapacitated.
Howl of the Void. The shinigami lets out an otherworldy
Should anyone die will being possessed by a shinigami, shriek. All creatures within 60 ft. must make a DC 23
their soul will be immediately tacken to the afterlife. Constitution save or become frightned for one minute.
On a successful roll, that creature is immune to the
Shinigami Tactics effect for 24 hours.

The shinigami is singular in its purpose, to bring back to
death what once escaped it. It will relentless attack the
creature it had been possessing, ignoring all else. However,
should another creature pose a significant threat to it, the
shinigami will use its powerful magic to banish that creature
until the shinigami's goal is complete.

If the shinigami is still experiencing difficulty, it will
unleash powerful necrotic energy in an effort to incapacitate
all other creatures in the area.

Shinigami

Medium undead, neutral
Armor Class 20
Hit Points 226
Speed 3ft., Fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 22 (+6) 18 (+4) 26 (+8) 16 (+3)

Saving Throws Wis +14, Con/Int +9, Str/Dex/Cha +3
Damage Vulnerabilities Radiant
Damage Immunities Necrotic,

Bludgeoning/Slashing/Piercing from non-magical
weapons.
Condition Immunities Blinded, Charmed, Exhaustion,
Fatigued, Frightened, Paralyzed, Petrified, Poisoned,
Stunned, Unconscious
Senses Blindsight 60 ft., Passive Perception 13
Languages All
Challenge 15 (13,000 XP)

Tenguery few yokai are as widely known as the Tengu
tengu, but mortal's understanding of them
have evolved through the ages. Once thought Medium Fey, chaotic neutral
to be bird-like humanoid akin to the
Armor Class 16 (19 with mage armor)
VArakkokra, tengu as we know them today Hit Points 221
more closely resemble a monk or mountain Speed 30 ft. Fly 30 ft.
hermit with an unusually long nose. Keeping
close to their mountain homes, tengu are rarely seen these STR DEX CON INT WIS CHA
days, but those who wish to seek out the greater wisdom of 14 (+2) 12 (+1) 14 (+2) 24 (+7) 16 (+3) 20 (+5)
the universe will go on dangerous treks to glean the
legendary wisdom of the tengu. Saving Throws Int +12, Wis/Cha +7, Str/Dex/Con +2
Senses Darkivision 60 ft., Passive Perception 12
Masters of the Mountain Languages Common
Challenge 10 (5,900 XP)
Tengu are prideful yokai, keenly aware of the great
intelligence and power they have gained through a lifetime of Spellcasting. The tengu is a 16th-level spellcaster.
solitary meditation and practice. If shown the proper respect, Its spellcasting ability is Intelligence (spell save DC
tengu can be persuaded to share bits and pieces of their vast 18, +11 to hit with spell attacks). The tengu has the
knowledge, ranging from locations of sacred treasures to following wizard spells prepared:
long-lost martial arts. But if slighted in even the tiniest way, Cantrips (at will): fire bolt, lightning lure, ray of
tengu can bring the entire might of the heavens and earth frost, thunderclap
down upon any poor soul within their reach. 1st level (4 slots): fog cloud, mage armor, magic
missile, shield, thunder wave
Tengu Tactics 2nd level (3 slots): gust of wind, misty step,
warding wind
Tengu are one of the more intelligent yokai, and as such they 3rd level (3 slots): haste, slow, thunder step
will not instigate a fight they know they do not have a good 4th level (3 slots): conjure minor elemental, greater
chance of winning. Even against strong-looking opponents, invisibility, summon elemental spirit
the tengu will attempt to trick or talk its way out of a battle. 5th level (2 slots): control winds, steel wind strike,
wall of light
However, should the tengu be forced to fight, it will unleash 6th level (1 slot): investiture of wind
all its might from the start, looking to incapacitate its 7th level (1 slot): reverse gravity
opponents before they have a chance to strike. It will 8th level (1 slot): illusory dragon
manipulate its surroundings to its advantage, as well as
taking advantage of its superior mobility to strike at Actions
opponents swiftly and without reprisal.
Multiattack. The tengu can make two attacks with
If the tengu finds itself losing, it will summon wind its katana.
elementals and spirits to its aid. Only when the tengu is on Katana. Melee Weapon Attack: +11 to hit, reach
the brink of defeat will it call upon its illusory dragon, hoping 5ft., one target. Hit 6 (1d8 + 2)
the terrifying mirage will distract its enimies enough for it to
make its getaway.

early depiction of a tengu An
Artist: Katsushika Hokusai

A battle with a tengu
Artist: Yoshitoshi Takatoki

Umibōzu Umibōzu Tactics

While most yokai are treated with deference, few Most umibōzu are not an inherently aggressive creatures,
command fear and respect like the umibōzu. perfectly content to simply watch any boat as it passes;
These "sea monks" would rise up from however, if it feels that it has been slighted in any way, it will
otherwise calm waters--usually around busy seek to destroy the vessel and all aboard without hesitation.
shipping lanes--and sink large vessels,
drowning the entire crew. It can take apart most vessels with ease, but when it comes
Over time, sailors discovered a way to placate the ocean- across the biggest of ships, the umibōzu is intellgient enough
dwelling yokai: they would always keep a barrel of sake to incapacitate first, allowing the umibōzu to take its time in
strictly for the umibōzu and prostrate themselves on deck dismantling it.
before it. Basically, treat it like an actual monk.
Most warriors pose no threat to the umibōzu, for who can
While most umibōzu are pacified by such displays, there win against the sea itself? But for those few adventureres
are always those few that seem to exist for nothing but who can inflict harm to the enormous yokai, it will not
destruction. Should such an umibōzu be encountered, your hesitate to retreat. But it does hold a grudge, and will follow
best bet would be to jump ship and swim towards the nearest ships until it is strong enough to attack again.
shore. But say a prayer beforehand, because it will most likely
be the last words you ever utter.

Umibōzu Whirlpool Aura. The ocean swirls in a constantly
whirling gyre 60 ft. out from the umibōzu. Any creature
Gargantuan elemental, neutral that enters or ends their turn within the aura is
Armor Class 22 immediately pulled 30 ft. towards the umibōzu.
Hit Points 107
Speed Swim 60 ft. Actions

STR DEX CON INT WIS CHA Multiattack. The umibōzu makes two slam attacks
24 (+7) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 14 (+2)
Saving Throws Str +13, Con/Int +8, Dex/Wis/Cha +4 Slam. Melee Weapon Attack: +10 to hit, reach 15ft.,
Damage Vulnerabilities Lightning one target. Hit 18 (2d10 + 7)
Damage Immunities Acid, Cold, Fire, Poison, Whelm (Recharge 4-6). Each creature in the umibōzu's
space must make a DC 17 Strength saving throw. On a
Bludgeoning/Slashing/Piercing from non-magical failure, a target takes 16 (2d8 + 4) bludgeoning
weapons damage. If it is Large or smaller, it is also grappled
Condition Immunities Blind, Charmed, Deafened, (escape DC 17). Until this grapple ends, the target is
Exhaustion, Frightened, Grappled, Incapacitated, restrained and unable to breathe unless it can breathe
Paralyzed, Petrified, Poisoned, Prone, Restrained, water. If the saving throw is successful, the target is
Stunned, Unconscious pushed out of the elemental's space.
Senses Darkvision 60 ft., Passive Perception 12 The umibōzu can grapple two Large creaturea or up to
Languages Can understand common but cannot speak four Medium or smaller creatures at one time. At the
it start of each of the umibōzu's turns, each target
Challenge 8 (3,900 XP) grappled by it takes 16 (2d8 + 7) bludgeoning damage.
Siege Monster. The umibōzu deals double damage to A creature within 5 feet of the elemental can pull a
objects and structures. creature or object out of it by taking an action to make
a DC 17 Strength and succeeding.

Artist: Utagawa Kuniyoshi










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