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Ryuto ( 竜燈)

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

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.
Futakuchi-Onna ( 二口女)
When a woman become especially gluttonous, greedy, or Futakuchi-Onna
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
This mouth is inherently wicked with an insatiable Hit Points 45
appetite. It will take control of the woman when she is Speed 30ft.
unconscious--usually while she is asleep--and eat as much as
it can. While the woman is awake, it will whisper horrid
things and slowly drive the unknowing woman mad. STR DEX CON INT WIS CHA
A single Futakuchi-Onna can bring absoulte ruin to a 8 (-1) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 14 (+2)
houshold and, in rare cases, bring an entire village to its
knees. Saving Throws Charisma +4
Skills Deception +6
Futakuchi-Onna tactics Condition Immunities None
Senses passive Perception 12
The Futakuchi-Onna relys on stealth misdirection. It will Languages Common
never reveal itself in the prescense of others, preferring to Challenge 2 (450 XP)
torment its host alone.
If it is discovered it has one more card up its hariy sleeve: False Form. The Futakuchi-Onna appears like a
the only way to kill it is to destroy its host. It will try to use the normal woman. The second mouth in the back of
moral qualms of its attackers to its advantage, lashing out her head and her hair tentacles are invisible until
viciously and gobbling everything in site. Any tiny creatures in they take an action.
the party are especially susceptible and the first targets of the
yokai. Ensaring Hair The Futakuchi-Onna's hair is highly
adept at grappling objects and food. Any creature
struck twice in a row by the Futakuchi-Onna' Hair
Tentacles is grappled (DC 13).
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.
Baku ( 獏)
One of the innately good yokai, the Baku wanders the land,
Baku Tactics
The Baku isn't naturally aggressive and will attempt to flee
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
However, if a Baku lingers too long in one place and gets its foe that gets too close.
fill of nightmares, it will start to eat the other dreams of
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 Credit: Hokusai
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.
Komainu ( 狛犬)
Standing at the gates of virtually every shinto shrine are the
two imposing lion dogs known as Komainu. The spirits
within these statues remain ever vigiliant for anything that
would threaten the holy ground which they guard, ready to
come alive and pounce at a moment's notice.
Guardian Pair
The Komainu are always found in twos--one male, one
female--yet they will fight as one and woe to the enemy that
kills a Komainu's partner.

Komainu
Large yokia, neutral good
Komainu Tactics
Armor Class 18
Hit Points 50 When engaged, the two Komainu will always attack the same
Speed 40ft. target, and they will always go after the one they perceive as
the most evil or most likely a threat to their shrine (thieves,
etc).
STR DEX CON INT WIS CHA To start, they will pounce to close the distance, then gang
18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0) up on the target using their teeth and claws until it is dead,
ignoring all other attacks.
Saving Throws Strength +7, Constitution +7 There is no retreat for the Komainu, and they will fight to
Damage Immunities Fire the death. When one dies, the other goes into a berserker
Damage Resistances Bludgeoning, slashing, piercing rage, striking at anything close to it.
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.
Bakekujira ( 化 け鯨 )
Along the coast, almost no creature is more feared than the
Harbinger of plague
A foulness envelopes a Bakekujira, warping the birds and fish
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 If the Bakekujira swims close to the shore of a fishing
coastline, bringing ruin and disater to any person that lays village, it can spread its disease to everyone in the village.
eyes on it. Entire villages have been decimated by the disease The sudden spread of consumption, the pox, and leprosy
and foulness it spreads. have all been attributed to the nearby presence of a
Bakekujira.

Bakekujira Foul Miasma. A poisonous cloud surrounds the


Bakekujira in a 30ft. radius. Any creature that enters or
Huge yokai, neutral evil
starts their turn in it is automatically poisoned until
Armor Class 18 they leave the area.
Hit Points 250 Cursed Visage. Those who lay eyes on the Bakekujira
Speed swim 40ft. suffer grave misfortune. Any creature who has seen it
are cursed for 1 day; every time they make an ability,
save, or attack roll must also roll an addition d4 and
STR DEX CON INT WIS CHA subtract that from the total.
20 (+5) 8 (-1) 20 (+5) 8 (-1) 6 (-2) 6 (-2)
Actions
Saving Throws Strength +10, Constitution +10 Swallow. Melee Attack: +8 to hit, reach 5ft., one target.
Damage Immunites Bludgeoning, slashing, piercing On a hit, the target is swallowed. While swallowed, the
from non-magical weapons creature is blinded and restrained, it has total cover
Condition Immunities weak-kneed against attacks and other effects outside the
Senses passive Perception 18 Bakekujira, and it takes 42 (12d6) necrotic damage at
Languages Latin the start of each of the Bakekujira's turns.
Challenge 15 (13,000 XP)
Tail Slam. Melee Attack: +8 to hit, reach 5ft., one target.
Siege Monster. The Bakekujira deals double damage to Hit 32 (3d8 + 5)
objects and structures. Plague Spray. Ranged Attack: +8 to hit, reach 60ft. line,
On a hit, all creatures in line must make a DC 18 CON
Strange Entourage. Strange, otherworldy birds and sea save or take 6d6 poison damage (half on success) and
creatures surround the Bakekujira, announcing its become poisoned until the end of their next turn.
prescense to those who are perceptive enough.

Bakekujira tactics
The Bakekujira will not attempt to attack any party that is
standing on solid ground, instead it will spread its disease to
nearby people and find another town or village to terrorize.
However, if it encounters the party on a ship, it will attack
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.
Credit: Hokusai

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