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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: HokusaiOmuxapE
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, ShunteiKaraxasa (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