Yokai

In this document I present many monsters and spirits taken from Japanese Mythology. These are my interpretations and taken from what I know of them. They are also modeled to work in a high fantasy setting roleplaying game and have been modified as I have deemed useful to that work.

Not all monsters here have been play tested, so their challenge ratings are given as a general guideline. All will be presented with a stat block even if it is a copy of stats from a similar monster in the monster manual. This is to make it easier to not have to reference the original work for the stat block to modify yourself on the fly.

References

  • Yokai Attack! The Japanese Monster Survival Guide by Hiroko Yoda and Matt Alt
  • Yokai.com

Table of Contents

  • Monsters
  • Child like spirits
  • Changed Women
  • Old Men
  • Animals

Monsters

In this section you will find monstrous creatures and spirits of the Yokai.

Kappa

The Kappa are water spirits that live near rivers, lakes, and streams. While they enjoy mischief, they are also polite to a fault. Unlikely to remain in combat the Kappa will use it’s fog and stinking cloud abilities to escape whenever possible.


Kappa

Medium Yokai, chaotic neutral


  • Armor Class 11
  • Hit Points 11
  • Speed 15ft, 30ft swim

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 10 (-0) 8 (-1) 8 (-1)

  • Senses passive Perception 9
  • Languages Common
  • Challenge 1

  • Spell like abilities 4/day fog,
  • 2/day stinking cloud

Actions

Claws Melee Attack. 5’ reach. +3 to hit. 1d6 slashing damage.

O-Dokono

The O-dokono are made of the spirits of the dead animating a pile of bones. While at times these piles resemble a jumble the size of ordinary skeletons, at other times they amass a tower of bones. The later is presented below


O-Dokono

Huge Yokai, chaotic neutral


  • Armor Class 19
  • Hit Points 140
  • Speed 30ft, 30ft fly

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 7 (-1) 10 (+0) 14 (+2)

  • Senses passive Perception 10, darkvision 60ft
  • Skills Intimidate + 10
  • Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons
  • Damage Immunities fire, poison
  • Condition Immunities Poisoned
  • Languages Common
  • Challenge 8

  • Spirit’s sight Magical darkness doesn’t impeded the O-Dokono’s sight
  • Magic Resistance Has advantage on saving throws against all spells and magical effects. Actions

Actions

Multi-attack. The O-Dokono’s bones can form improvised weapons shifting form to be either a claw, whip, or even a biting jaw. They can make 3 attacks between both options.

Claw Melee Weapon. 5’ reach. +8 to hit. 1d8+4 slashing damage.

Whip Melee Weapon. 15’ reach. +8 to hit. 1d6+4 slashing damage.

Bite Melee Weapon. +8 to hit. 1d4+4 piercing damage. DC 14 Constitution save or take 2d6 necrotic damage.

Karasu-Tengu

The Karasu-Tengu are the more common and mischevious of the Tengu. Also known as Raven or Bird Tengu, they are human in size and have raven shaped heads and wings though of various colors. Most commonly found among men stirring mischief and political intrigue, they are also unwise and easily tricked. Consummate hoarders, they will steal or acquire anything they perceive as interesting or of value.


Karasu-Tengu

Medium Yokai, chaotic neutral


  • Armor Class 16
  • Hit Points 60
  • Speed 30ft, 40ft fly

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 12 (+1) 7 (-1) 12 (+1) 14 (+2)

  • Senses passive Perception 15
  • Languages Common
  • Challenge 4

  • Shapechanger As an action, the Tengu can polymorph into a Small or Medium humanoid. In humanoid form, it has no flying speed. Its statistics are the same in each form, and its equipment isn’t transformed. It reverts to its true form if it dies. Actions

Actions

Katana. Melee Attack. 5’ reach. +7 to hit. 1d8+4 slashing damage.

Charm. One creature within 30’ must succeed on a DC 15 Wis save or be charmed for 1 day. The target obeys the Tengu’s commands, but can repeat the save if it suffers harm or is receives a suicidal command. Immune on save. The Tengu can charm only one creature at a time.


Hanadaka-Tengu

The Hanadaka-Tengu, also known as Daitengu or long nose Tengu, are the mountain dewelling superiors to all other tengu. Desiring spiritual concentration and perfection of the physical diciplines they are the hermits of the mountain.


Hanadaka-Tengu

Huge Yokai, lawful neutral


  • Armor Class 14
  • Hit Points 200(1d4 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 16 (+3) 17 (+4) 11 (+0)

  • Senses passive Perception 17
  • Languages Silvan, Common
  • Challenge 9 (5,000XP)

Keen Smell. The giant has advantage on Perception checks that rely on smell.

Spellcasting Spell Save DC 15. Spell Attack Modifier +7. At-Will. Detect Magic, Fog Cloud, Light 3/Day Each. Feather Fall, Fly, Misty Step, Telekinesis 1/Day Each. Control Weather, Gaseous Form

Actions

Multiattack. The Tengu uses the Katana twice.

Katana Melee Attack. 10’ reach. +12 to hit. 3d8+8 piercing damage.

Wind Blast. Ranged Attack. 60’/240’ range. +12 to hit. 2d10+8 bludgeoning damage. Str save vs DC 15 or be blasted back 2d10 ft.

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Sojobo

The ruler of an Tengu, Sojobo has been known to help mortals when he was intrigued or impressed.

His AC is 18 and his to hit is +16 and he has the following additional spells 3/day

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Tenrai-oni

A mountain sized giant that has a habit of washing hands obsessively bent over a river.


Tenrai-oni

Colossal Yokai, true neutral


  • Armor Class 16 Natural Armor
  • Hit Points 230
  • Speed 100ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 16 (+3) 17 (+4) 11 (+0)

  • Senses passive Perception 17
  • Languages Silvan, Common
  • Challenge 9 (5,000XP)

Keen Smell. The giant has advantage on Perception checks that rely on smell.

Actions

Multiattack. The Oni uses his fists or feet three times a round

Fist Melee Attack +14 to hit Damage: 30 (6d6+9)

Kick Melee Attack +14 to hit Damage: 30 (6d6+9) Dexterity Save vs DC 14 or be thrown 20 ft and be prone. (on success you are pushed back 10ft only)


Akaname

The filth licker, likes to spook people but is generally non combative. This red-skinned long tongued goblin like creature likes bugs and licking salt from herbal bath soap rings.


Akaname

Medium Yokai, chaotic neutral


  • Armor Class 12
  • Hit Points 12
  • Speed 15ft, 30ft swim

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 10 (-0) 8 (-1) 8 (-1)

  • Senses passive Perception 9, darkvision 30ft
  • Languages none
  • Challenge 1/4

Actions

Claws Melee Attack. 5’ reach. +3 to hit. 1d6 slashing damage.

Tounge Melee Attack. +4 to hit. 1 damage + Constitution save vs DC 12 or be poisoned for 1d4 damage per round for 5 rounds.

Child Like Spirits

These spirits or fae take the form of small children. Their powers are not offensive, but defensive or mischievous in nature.

Zashiki Warashi

A child looking spirit that haunts houses. While it is haunting a house, it blesses the inhabitants as well as playing pranks. Known as a spirit of luck, it only will stay if the inhabitants dote on it and do not indulge in family squabbles. Ruin will befall houses that loose their Zashiki Warashi once they have one in their home.


Zashiki Warashi

Small Yokai, chaotic good


  • Armor Class 10
  • Hit Points 12
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 10 (-0) 12 (+1) 10 (-0) 14 (+2) 12 (+1)

  • Senses passive Perception 9, darkvision 30ft
  • Damage Resistances cold; bludgeoning, piercing, and slashing from non magical weapons
  • Damage Immunities fire, poison
  • Condition Immunities Poisoned
  • Languages Common
  • Challenge ¼ (unless in a home with family members to bolster her defenses)

Incorporeal. The Zashiki Warashi can become invisible at any time, and can move through walls


Actions

Fists Melee Attack.. +1 to hit. 1d4 bludgeoning damage.

Curse Wisdom saving throw DC 14, or suffer disadvantage on all rolls for the next round.


The Zashiki Warashi is a homebody and will generally only be found in it’s home. While there is has several additional abilities.

Lair (Home) Actions

On initiative count 20 (losing ties) the Zashiki Warashi can cause one of the following effects

  • Bless A house member or friend of the family gains 3d6 temporary hit points
  • Holy Music All enemies within 20 ft of the spirit must make a Charisma Saving throw with a DC 12 or are unable to attack the Zashiki Warashi or the family in the house for one round.
  • Misplaced Item One target enemy, when reaching for something in their pack or on their person must take a full action to find it instead of a bonus action. This effect will happen to the first item looked for in the next 10 minutes.
  • Recovery Once per day the Zashiki Warashi can aid someone, who has slept in the home last night, to recover all hit points, regain a spell slot up to level 3, or gains advantage on a roll of their choice this day.

Lair (Home) Abandonment

The family members left at the abandoned home of the Zashiki Warashi are under a curse for 1d4 months where all saving throws are had at a disadvantage. This also applies to all family members if the spirit is killed in the house, and will target the killers as well.

It takes those same number of months for the Zashiki Warashi to establish a new home (Lair) .

Variations

Chopirako

This particular Zashiki Warashi is extremely beautiful and while it requires more support from it’s home family, but it also can use the Recovery home action three times per day.

Usutsuki Warashi

This variety of Zashiki Warashi is a dirty, weaker and a less helpful spirit residing beneath the floorboards. It is only able to use the Misplaced Item Home action. The other curses remain the same.

Tofu Kozu

A child in the streets, dressed in traditional garb carrying a block of tofu. The Tofu Kozu plays tricks on those it invites to eat the offered snack.


Tofu Kozu

Small Yokai, chaotic neutral


  • Armor Class 10
  • Hit Points 10
  • Speed 25ft

STR DEX CON INT WIS CHA
8 (-1) 10 (-0) 10 (+0) 10 (-0) 14 (+2) 12 (+1)

  • Senses passive Perception 12, darkvision 30ft
  • Skills Persuasion +5
  • Condition Immunities Poisoned
  • Languages Common
  • Challenge ½

Actions

Fists Melee Attack.. +1 to hit. 1d4 bludgeoning damage.

Charm One humanoid within 30’ must succeed on a DC 13 Wis save or taste the Tofu block.

Tofu Anyone, by the charm action or just basic persuasion, that tastes the Tofu will have a 1 in 3 chance to have tasted a poisoned block of tofu. If poisoned must make a Constitution saving throw vs DC 15 or suffer 1d4 constitution damage and 1d6 poison damage.


Hitosume Kozu

These one eyed yokai have the appearance of young children dressed in the robes of monks. They are known to scare people for fun, but also for making records of deeds and misdeeds.


Hitosume Kozu

Small Yokai, chaotic neutral


  • Armor Class 10
  • Hit Points 10
  • Speed 25ft

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

  • Senses passive Perception 12, darkvision 30ft
  • Skills Persuasion +5
  • Languages Common
  • Challenge ½

Actions

Lick Melee Attack. 10ft reach. +3 to hit. 1d4+1 bludgeoning damage.

Fainting Gaze By gazing at a target that is looking at the Kozu, they induce unnatural surprise. The target must make an intelligence saving throw vs DC 15 or faint prone with the loss of motor skills.

Changed Women

Some women are changed by mystical events in their lives, others are born that way, and some spirits like to take the guise of women. These are all represented here.

Futakuchi Onna

The woman with two mouths, she eats more than anyone with her prehensile hair and second muttering mouth. These women are cursed for some misdeed my other spirits to live this way till their death.


Futakuchi Onna

Medium Yokai, chaotic neutral


  • Armor Class 10
  • Hit Points 10
  • Speed 30ft

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

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/4

Actions

Punch Melee Attack. 5ft reach. +1 to hit. 1d4 bludgeoning damage.

Hair Whip Melee Attack. 5ft reach. +3 to hit. 1d4 slashing damage.

Onibaba

A women converted by immense grief into a monster of great evil. She desires human livers to eat, especially those of pregnant women or babies.


Onibaba

Medium Yokai, chaotic evil


  • Armor Class 17
  • Hit Points 82
  • Speed 30ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 13 (+1) 14 (+2) 15 (+2)

  • Senses passive Perception 14
  • Languages Common
  • Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  • Challenge 3

Traits

  • Mimicry. The hag can mimic animal sounds and humanoid voices; a DC 14 Insight check recognizes the imitation.
  • Spellcasting Spell Save DC 12. Spell Attack Modifier +4.
  • At-Will Dancing Lights, Minor Illusion, Vicious Mockery

Actions

Knife Melee Attack. 5ft reach. +5 to hit. 2d6 slashing damage.

Illusory Appearance The onibaba disguises herself and her carried and worn items with an illusion that lasts until she dies or dismisses it as a bonus action. The illusion makes her look like another creature of her general size and shape, but her physical features don’t actually change. The illusion can be recognized by succeeding on a DC 20 Investigation check as an action. Invisible Passage. The onibaba and her carried and worn items become invisible and leave no physical tracks. This effect persists while the onibaba maintains concentration and doesn’t attack or cast any spells.

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Variations

Yamauba

This onibaba lives in the hills and lures people to her out of the way hut. She has the use of Illusory Terrain once per day.

Rokuro Kubi

This woman appears normal until late at night her neck extends like a snake out towards you. These women are affected by a curse laid by unseen powers.


Rokuro Kubi

Medium Yokai, lawful neutral


  • Armor Class 12
  • Hit Points 36
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 15 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Skills Deception +4, Perception +4, Stealth +3
  • Challenge 2

Actions

Bite Melee Attack. 10ft reach. +5 to hit. 2d4 piercing damage. May follow up with a grapple.

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Variations

Nukekube

Similar to the rokurokubi, but with a head that can disconnect from the body at night. The head is considered small and has an AC 15, and has Stealth +8, Speed 40ft flying. The body left alone has an AC 8 and is considered prone.

Kuchisake Onna

The slit mouth woman, the spectre of a dead woman killed in violent means. She desires to make others have the same ear to ear split mouth she does.


Kuchisake Onna

Medium Yokai, chaotic evil


  • Armor Class 12
  • Hit Points 36
  • Speed 30ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 15 (+2)

  • Senses passive Perception 11
  • Languages Common
  • Skills Deception +4, Perception +4, Stealth +3
  • Challenge 2

Traits

  • Resistances : Bludgeoning, Piercing, Slashing

Actions

Multiple Knife Slashes Two Melee Attacks. 5ft reach. +5 to hit. 2d6 slashing damage. On a critical a humanoid is slashed in the mouth and cannot speak until time is spent to heal.

Watashi, Kirei? Am I beautiful? She grisly asks and causes a shock at her split mouth appearance. Wisdom Save vs DC 14 or be stunned.

Reaction to screams Anone within 10ft who screams causes her to make a 5ft step and make a single knife attack at the mouth.

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Variations

Hone Onna

A dead woman’s spirit but one with a skeletal face instead of a slit mouth, and motivated by undying love instead of violence. While her appearance is masked by illusion, those with a perception check of 15 or higher can see through her lovely appearance. She haunts her husband encouraging him to her side in death.

  • Instead of knife attacks she is able to drain life force. Replace All actions with the following: Life Drain Targets one creature, Constitution save vs DC 16 or lose 2d8 hit points immediately and reduce the hit point maximum by the same amount until the Hone Onna is killed. Innocent Appearance Targets one creature, requires a Charisma save vs DC 14 or be unable to attack the Hone Onna for one round.

Hashi Hime

The bridge spirit, or lady of the bridge. Hashi hime guard bridges and are known as spirits of separation, particularly of divorce or breakups.


Hashi Hime

Huge Yokai, chaotic neutral


  • Armor Class 16
  • Hit Points 138
  • Speed 40ft

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 13 (+1) 16 (+3) 13 (+1)

  • Senses passive Perception 13
  • Languages Common
  • Skills Perception +9
  • Challenge 8

Traits

  • Resistances : Acid, Cold

  • Innocent Form: As an action it can transform its form to or from a normal sized beautiful women.


Actions

Cut Magical Ranged attack. 120’ +10 to hit 3d6+6 slashing damage

Multiattack Uses Cut twice

Sever Ties (Recharge 6) Target one creature who makes a Cha saving throw with a DC 17. On a failure the creature’s love for another nearby individual is reversed to hate for 1d4 days. If in a battle they will make their next attack against that individual.

Sever Magic (2/day) Dispel one magical effect or curse on any creature or location in line of sight.

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Variations

Takiyasha Hime

The waterfall princess was the daughter of a rebellious lord. This sorceress turned yokai desires rebellion and to conquer. Replace Sever Ties and Sever Magic with the below actions:

Command Targets one creature, on a failed Wisdom save vs DC 15 it must follow any command of the Takiyasha Hime except where it would cause immediate self harm.

Summon Giant Frogs (1/day) Once per day Takiyasha Hime can summon five giant frogs, each with 60 hp and resistance to bludgeoning damage.

Kiyo Hime

The scorned princess in rage was transformed into a demon of immense power. Her lower half that of a serpent and her entire body wreathed in flame. The Cut action delivers it’s damage as fire damage, and replace Sever Ties and Sever Magic with the below actions:

Breath Fire (Recharge 6) -------

Restrain Wrapping its coils around it grapples it’s opponent, and provides 2d6 damage each round grappled. This doesn’t prevent other actions being taken on other turns.

Toire no Hanako