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319478-Tome of Yokai (I)

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157 views5 pages

319478-Tome of Yokai (I)

Uploaded by

Kody Granger
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© © All Rights Reserved
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Kappa (J) 3) Found in the rivers and streams of the world, the Kappa are turtlelike water imps. Many are wicked, while others are curious or even friendly. Regardless, a Kappa should always be approached with caution ‘WRESTLERS AND SPIRIT SNATCHERS Kappa love to wrestle and are naturally good at it, However, if they lose a match they will ry and befriend the victor. If fiended, Kappa are loyal toa fault and will tr to help in whatever way they can. ‘Kappa are known to try and remove a persor‘s soul (or ‘Shirikodama) which is found within the rectum. That, according to legend is why many victims of drowning have their entrails hanging out. This is one of the main reasons to stay away from Kappa until their intentions are known- ‘wicked Kappa will always try to steal a person's Shirikodama. Lover oF CUCUMBERS ‘Another way to befriend a Kappa isto offer it cucumber favorite treat. Why this isis anyone's guess. ‘WATER ON THE HEAD The top of the Kappals head has a indent in it which is filled ‘with water from its home pond or stream. If this water is ever spilled out, the Kappa is severely weakened and will do anything within its remaining power to get back to its body of water TI>G Kappa Medium yokai, chaotic neutral ‘Armor Class 17 HitPoints 70 Speed 25 3 STR DEX CON INT WIS CHA 14 (42) 14 (+2) 10 (+0) 10 (+0) 8(-1) 12 (+1) Senses passive Perception 9 tages Common Gherge > (700%) Water camouflage. While motionless in water, the Kappa blends in to its surroundings and become invisible. ‘Renowned Grapplers. Kappa get advantage on any check or save made to grapple a creature or avoid being grappled. Cuphead. If rocked prone, or the water in its head is removed by other means, the Kappa gets disadvantage on all attack, abilty, and save rolls. Actions ‘Maltatack The Kappa can make two claw attacks law, Melee Attack:+5 to hit, reach Sft, one target. it (146 + 2) ‘Shirikodama Snatch. The Kappa attempts to remove the spirit of a prone creature. The creature must make a CON save (DC 13) or become unconsious for 1 minute, Kappa Tactics ‘Kappa’s will always try and hide from any party until they can determine their strength and who (if anyone) isthe weakest in the group. Surprise and ambush tactics are a Kappals bestfriend. ‘They prefer to wait until their prey is at the water's edge before pouncing, grappling them and pulling them into the water to drown, {f found aay from their pond and surrounded, the Kappa will go for the weakest one and try to pin them down to steal their Shirikodama, knocking them unconsious and taking them out of the fight. fall else fails, the Kappa will retreat to its pond or stream to hide and swim away. Youxr-Onna (4%) Powerful and mysterious, the Yuki-Onna roam the old reaches of the world, forever encircled in furious snows. CHARMING BEAUTY, PowERFUL Macics Yuki-Onna feed on the lifeforce of people lost in the snow. At first they will beguile them with their otherworldly beauty, lalling their prey and freezing them to death. Barring that, they wield powerful magic to destroy anyone who tries to resist them, YUKI-ONNA ‘Medium yokai, Neutral Evil STR DEX CON INT WIS CHA 6 (-2) 10 (+0) 10 (+0) 12 (+1) 14 (42) 1643) Damage immunities Cold Damage Resistances Bludgeoning, Piercing, Slashing from non-magical weapons Vuherabiltes Fire ‘Saving Throws Charisma (+7) Condition immunities Charmed, Paralyzed ‘Senses Blindsight 30f, passive Perception 12 Languages Common Ghalenge 12 (2,400 XP) Snow Aura A whirling vortex of snow surrounds the Yuki-Onna, creating difficult terrain and obscuring vision. When a creature first enters or ends their turnin this aura, they must make a CON save (DC 17). On a failure, they gain one level of exhaustion, Innate Spellcasting. The Yuki-Onna’s innate spellcasting ability is Charisma (spell save DC 15, +47 to hit with spell attacks). The Yuki-Onna can innately cast the following spels, requiring no ‘material components’ At Will: Frostbite, Ray of Frost, Armor of Agathus. 2{day: Snilloc’s Snowball Swarm, Cone of Cold ‘day: Freezing Sphere, Mass Suggestion Actions Frozen Embrace. Melee Attack: +12 to hit, reach 5ft, one target. On a it, the target must make a CON save (DC 17) or become paralyzed for one minute. They can attempt this save at the end of each of their turns. Yuxrr-Onna Tactics ‘The Yuk+-Onna will frst cast Mass Suggestion, trying to get ‘as many creatures as possible to go into its Snow Aura, ‘Anyone that withstands her charms will be met with the strongest attack spells within her arsenal ‘She will zero in on those who aitempt co stay outside of her aura, moving towards them and attempting to slow them down any way possible, Ifa creature deals fire damage to the Yuki-Onna, she will immediately attack them in an attempt to snuff out the fame. a oS oe am Credit: Hokusai OmuxapE Gargantuan yoke, chaotic evil STR DEX «= CON” INT. WIS. CHA 20 (+5) 10 (+0) 20(+5) 10 (+0) 3(-3) 3(3) Damage Immunities Poison, Bludgering, Piecing, ing fromm non-magical weapons Condon brvurbis Poked, charmed, feared ‘Saving Throws Strength (+11), Constitution (+11) ‘Senses passive Perception 7 Languages None Challenge 20 (25,000 XP) ‘Siege Monster The Ormukade deals double damage to objects and structures. ‘Acidic Blood Wherever a creature deals bludgeoning, slashing, or piercing damage to the Omnukade, they must make a DEX save (DC19) or be doused with acidic blood which deals 10 (3d6) damage, or half on a Rage Whenver the Ornukade is dealt damage, it gains ‘one point of rage. It can then spend points to take one ifits actions at any time a Legendary Action could be taken. The Omukade can have a maximum of 5 Rage points at any given time. Actions Venom Spit. (1 Rage) Ranged Attack: +16 to hit, range 20ft, one target. Hit 10 (3d6) poison damage Bite. (2 Rage) Melee Weapon Attack:+16 to hit, reach Toft, one target. Hit 18 (2412 +5) Hundred foot Stampede. (5 Rage) The Omukade moves twice its normal speed. Any creature it moves through must make a DEX'save (DC 19) or be trampled underfoot, suffering 62 (2544) damage. Oamage is halved on a successful sve. Omuxaneg (£4 2) One of the most destructive and terrifying yoksi, the Omulkade is feared even by dragons. Although rare, their appearance means almost certain doom for any settlements nearby and misfortune for generations to come. Owuxave Tactics ‘The Omukade is an engine of unthinking, unfeeling destruction, choosing its targets randomly. Twill however, save atleast one rage point per round in order to use its ultimate move, Hundredlfoot Stampede. Other than that, the 2mukade will attempt to kill anyone and anything regardless of how much damage it has taken. It “will continue to do so until everythng around itis obliterated orit dies. Credit: Katsukawa, Shuntei Karaxasa (J#f 2) Ifa household object is neglected long enough, it will eventually gain sentience. These (sukumogami ean range from the malicious to the mischievous to beneficial. One the impish side ofthe spectrum is the Karakasa, a hopping, one- eyed umbrella, KARAKASA TACTIOS ‘The Karakasa is not particularly harmful instead wishing to play tricks on people. They enjoy mimicing an old tattered umbrella and waiting for people to walk by. When they do, the Karakasa will hop up behind them and lick them with their oily tongue, However, if they fee! threatened, the Karakasa will defend itself with its spines before hopping away. KARAKASA ‘Small yokai, chaotic neutral ‘Ammor Class 11 Hit Points 40 Speed 20ft STR DEX CON INT WIS CHA 72) 2(4) 9 (+0) 81) 8E1) 7(1) Condition Immunities None ‘Senses passive Perception 9 Languages None Challenge 1/2 (50 xP) False Form, While motionless, the Karakasa is indstingishable from a common or tattered umbrella. Actions Olly Lick Melee Attack: +4 to hit, reach 5ft, one target. On hit, target must make a CON save (OC 13), Ona fail, the target is poisoned for 1 minute. Umbrella Spines. Melee Attack: +4 to hit, reach Sf, one target. Hit (146-2) Ont (58) One of the most wellknown yokai, if not the most well: known, is the oni. These wicked ogres come in many shapes, sizes, and colors but share one thing in common: the insatiable appetite for humanoid flesh, Usigurrous aND CoLoRFUL Oni are known throughout every corner ofthe land and famously come in many different color, although the most common are red and blue. Most have atleast one horn sprouting from their head as well Tz KANABO, WEAPON OF THE ONI Oni famously wield a kanabo, a studded metal club that is as Tong as a man. It swings this club with ease and is very adept at beating other creatures to death with it Ont Tactics Oni are content hiding in their caves and lars, feasting on any flesh they might've gotten. However, whenver hunger or the need to destroy strikes, they will scour the countryside looking for weaker beings. If an Oni finds a weaker parry it will not hesitate to strike, targeting the spelleasters first. It will relentlessly smash one target into submission with its kanabo, moving to the next only when the current target is unconscious. Ifthe Oni isa spellcaster, it prefers to stay afar at first, spending all uses of Fireball and using Earth Tremorto knock targets prone before going win with its weapon, Credit: Hokusai Onr Large yoksi, chaotic evil STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (44) 6 (2) 7(-1) 10 (40) Condition Immunities None Damage Immunities Fire Damage Resistnces 8lsdgeorng, pieng, ashing rom non-magical weapons Saving Throws Strength (+7), Constitution (+7) Senses passive Perception 9 jages Common, Giant Ghalenge 7 (2500 XP) Innate Spelleasting The Oni's innate spellcasting ability is Charisma (spell save DC 11, +4 to hit with spell attacks). The Oni can innately cast the following spells, requiring no material components At Will: Earth Tremor 3/day: Fireball ‘Mukiattack The Oni can use It kanabo attack twice inatum Actions Kanabo. Melee Weapon Attack-+9 to hit, reach TOF, one target. Hit 3 (2d8 + 4) Ifthe Oni hits the same target twice with its Kanabo attack, the target has disadvantage on attack rolls the following round. (Optional) Devour Flesh The Oni targets an incapacitated creature and makes a Strength contest. I the Oni wins, it chooses a limb based on the table below and rends it from the body, devouring it and regaining a 1d10 hit points 1-25: Right arm 26.51: Left arm 52.72: Right Leg 73.99: Left Leg 100: Head

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