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# A Collection of Yokai

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##### An assortment of various fiends from the East
  
  ##### *By: Fibbity*
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# Table of Contents
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<div class='toc'>
- ### [<span></span><span>**Introduction**</span>](#p3)
     - [<span>3</span><span>Sources</span>](#p3)
- ### [<span></span><span>**Yokai**</span>](#p4)
     - [<span>4</span><span>Oni</span>](#p4)
     - [<span>5</span><span>Greater Oni</span>](#p5)
     - [<span>6</span><span>Kappa</span>](#p6)
     - [<span>7</span><span>Ushi Oni</span>](#p7)
     - [<span>8</span><span>Nure Onna</span>](#p8)
     - [<span>9</span><span>Umi Bozu</span>](#p9)
     - [<span>11</span><span>Ippondatara</span>](#p11)
     - [<span>12</span><span>Greater Ippondatara</span>](#p12)
     - [<span>13</span><span>Nukekubi</span>](#p13)
     - [<span>14</span><span>Yuki Onna</span>](#p14)
     - [<span>15</span><span>Bakeneko</span>](#p15)
     - [<span>16</span><span>Isonade</span>](#p16)
     - [<span>17</span><span>Nurikabe</span>](#p17)
     - [<span>18</span><span>Kasha</span>](#p18)
     - [<span>19</span><span>Mikoshi Nyudo</span>](#p19)
     - [<span>20</span><span>Karakasa Kozo</span>](#p20)
     - [<span>21</span><span>Kotengu</span>](#p21)
     - [<span>22</span><span>Daitengu</span>](#p22)
     - [<span>24</span><span>Tsurube Otoshi</span>](#p4)
     - [<span>25</span><span>Tanuki</span>](#p25)
  
</div>

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<div class='footnote'>**By Fibbity**</div>

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## Sources

Homebrewery - https://homebrewery.naturalcrit.com/

Descriptions - http://yokai.com/

Homebrewery Page Stains - https://www.reddit.com/r/UnearthedArcana/comments/83w44y/42_full_page_watercolor_stains_for_the_homebrewery/?utm_source=share&utm_medium=web2x

Cover art - https://www.artstation.com/artwork/LGbPK

Oni - https://www.artstation.com/artwork/A9kra5

Nure Onna - https://www.artstation.com/artwork/dOr3yK

Umi Bozu - https://www.artstation.com/artwork/5G48w

Ippondatara - https://lpbestiary.tumblr.com/post/178258005845/in-japanese-folklore-the-ippon-datara-is-a-y%C5%8Dkai

Greater Ippondatara - Nioh 2 https://teamninja-studio.com/nioh/

Daitengu - https://www.artstation.com/artwork/gn8n8

Tanuki - https://www.artstation.com/artwork/WNekv

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#### A Note on Sources

If a creator is unhappy with me utilizing their artwork or descriptions, I'm happy to update this document to remove the content. Additionally, this work will remain unmonetized, I'm just using some really cool art and descriptions to show off my attempt at capturing some monsters that better reflect their origins and not intending to hurt a creator.

#### Final Note

If you use any of these or adapt one for your own game let me know! I haven't had a chance to try these out yet and am curious to see how they fare!

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<div class='footnote'>**By Fibbity**</div>

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#### Oni

Oni are one the greatest icons of Japanese folklore. They are large and scary, standing taller than the tallest man, and sometimes many times that. They come in many varieties, but are most commonly depicted with red or blue skin, wild hair, two or more horns, and fang-like tusks. Other variations exist in different colors and with different numbers of horns, eyes, or fingers and toes. They wear loincloths made of the pelts of great beasts. All oni possess extreme strength and constitution, and many of them are also accomplished sorcerers. They are ferocious demons, bringers of disaster, spreaders of disease, and punishers of the damned in Hell.


***Evil Doers.*** Oni are born when truly wicked humans die and end up in one of the many Buddhist Hells, transformed into Oni. They become the ogreish and brutal servants of Great Lord Enma, ruler of Hell, wielding iron clubs with which they crush and destroy humans solely for enjoyment. An oni’s job is to mete out horrible punishments such as peeling off skin, crushing bones, and other torments too horrible to describe to those who were wicked (but not quite wicked enough to be reborn as demons themselves). Hell is full of oni, and they make up the armies of the great generals of the underworld.


***Early Transformations.*** Occasionally, when a human is so utterly wicked that his soul is beyond any redemption, he transforms into an oni during life, and remains on Earth to terrorize the living. These transformed oni are the ones most legends tell about, and the ones who pose the most danger to humankind.


***Unique Souls.*** Oni are the stuff of legends and fairy tails, countless stories of lords and ladies, warriors and rogues that make up Japanese mythology. No two stories about oni are exactly alike except for one thing: oni are always the villains of mankind.

> ##### Standard Oni
> The following oni statblocks represent a generic, all-purpose demon, many are created from the truly wicked and as such, should be unique.

___
> ## Oni
>*Large fiend (shapechanger), any evil alignment*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 114 (12d10 + 48)
> - **Speed** 40 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|10 (+0)|18 (+4)|12 (+1)|15 (+2)|14 (+2)|
>___
> - **Saving Throws** Str +8, Dex +3
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Condition Immunities** charmed, exhaustion, frightened
> - **Senses** darkvision 60 ft. passive Perception 12
> - **Languages** Abyssal; The languages it knew in life
> - **Challenge** 6 (2,300 XP)
> ___
>
> ***Innate Spellcasting.*** The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components.
>
> At will: *chromatic orb, gust, levitate *(self only), *minor illusion, thaumaturgy*
>
> 1/Day, each: *hold person, levitate*
>
> ***Magic Weapons.*** The oni's weapon attacks are magical.
>
> ***Teleport (Recharge 6).*** The oni magically teleports, along with any equipment it is wearing or carrying up to 60 feet into an unoccupied space that it can see.
>
> ### Actions
>
> ***Multiattack.*** The oni makes three melee attacks, using its bite or gore once, and its claws twice. Or it uses its tetsubo twice.
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 10 (1d10 + 5) piercing damage. On hit the target must succeed on a DC 16 Strength or Dexterity saving throw or be grappled. The oni can't make another bite attack against a different target while grappling a creature in this way.
>
> ***Change Shape.*** The oni magically polymorphs into a Small or Medium Humanoid, or back into its true form. Other than its size, its statistics are the same in each form. If the oni dies, it reverts to its true form.
>
> ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 9 (1d8 + 5) slashing damage. 
>
> ***Gore.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 14 (2d8 + 5) piercing damage. 
>
> ***Tetsubo.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit* 16 (2d10 + 5) bludgeoning damage or 10 (1d10 + 5) bludgeoning damage while in Small or Medium form.

<img 
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<div class='footnote'>**By Fibbity**</div>

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#### Greater Oni

These powerful demons harness much much more physical and magical prowess over their smaller counterparts. Wizened with age, and armed with massive weapons, giant oni are the stuff of legends and nightmares. 

___
___
> ## Greater Oni
>*Huge fiend (shapechanger), any evil alignment*
> ___
> - **Armor Class** 16 (breastplate)
> - **Hit Points** 212 (17d12 + 102)
> - **Speed** 50 ft., climb 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|26 (+8)|14 (+2)|22 (+6)|15 (+2)|17 (+3)|18 (+4)|
>___
> - **Saving Throws** Str +13, Dex +10, Int +8, Wis +9
> - **Skills** Athletics +13, Deception +10, Intimidation +10, Perception +9
> - **Damage Immunities** bludgeoning, piercing, and slashing that is nonmagical 
> - **Condition Immunities** charmed, exhaustion, frightened
> - **Senses** darkvision 120 ft., passive Perception 19
> - **Languages** Abyssal; The languages it knew in life
> - **Challenge** 19 (22,000 XP)
> ___
>
> ***Disrupt The Third Eye.*** If the oni takes 30 psychic damage in a single turn it cannot use its innate spellcasting nor teleport traits. It also cannot use its hurl element, nor psychic manipulation actions
>
> ***Endless Strength.*** The oni wins ties in contests of Strength or Athletics and can reroll a failed Strength check or saving throw.
>
> ***Innate Spellcasting.*** The oni's innate spellcasting ability is Charisma (spell save DC 18). The oni can innately cast the following spells, requiring no material components.
>
> At will: *control flames, gust, invisibility, levitate* (self only), *minor illusion, thaumaturgy*
>
> 3/Day, each: *fog cloud, gust of wind, hold person, levitate, mind spike, phantasmal force, water walk*
>
> 1/Day each: *gaseous form, freedom of movement, hypnotic pattern, major image*
>
> ***Legendary Resistance (2/Day).*** If the oni fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance.*** The oni has advantage on saving throws against magic and magical effects.
>
> ***Magic Weapons.*** The oni's weapon attacks are magical.
>
> ***Regeneration.*** The oni regains 12 hit points at the start of its turn if it has at least 1 hit point.
>
> ***Siege Monster.*** The oni deals double damage to objects and structures.
>
> ***Standing Leap.*** The oni's long jump is up to 40 ft. and its high jump is up to 20 ft., with or without a running start.
>
> ***Teleport (Recharge 6).*** The oni magically teleports, along with any equipment it is wearing or carrying up to 60 feet into an unoccupied space that it can see.
>
> ### Actions
>
> ***Multiattack.*** The oni makes three melee attacks, using its bite or gore only once. Or it makes two hurl element attacks.
>
> ***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit* 13 (2d6 + 8) piercing damage. On hit the target must succeed on a DC 22 Strength or Dexterity saving throw or be grappled. The oni can't make another bite attack against a different target while grappling a creature in this way.
>
> ***Change Shape.*** The oni magically polymorphs into a Small or Medium Humanoid or beast, or a large giant or beast, or back into its true form. Other than its size, its statistics are the same in each form. If the oni dies, it reverts to its true form.
>
> ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit* 21 (3d8 + 8) slashing damage. 
>
> ***Gore.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit* 14 (3d10 + 8) piercing damage.
>
> ***Glaive.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit* 24 (3d10 + 8) slashing damage or 19 (2d10 + 8 slashing damage while in Large form, or 13 (1d10 + 8) slashing damage while in Small or Medium form.
>
> ***Hurl Element.*** *Ranged Spell Attack:* +10 to hit, range 150 ft., one target. *Hit* 21 (5d6 + 4) cold, fire, or lightning damage.
>
> ### Legendary Actions
>
> The oni can take 3 legendary actions, choosing from the list below. Only one legendary action can be used at a time and only at the end of another creature's turn. The oni regains all spent legendary actions at the start of its turn.
>
> ***Attack.*** The oni makes one claw or glaive attack.
>
> ***Goring Rush (Costs 2 Actions).*** The oni moves up to half of its speed in a straight line and makes a gore attack, on hit the target must succeed on a DC 20 Strength  saving throw or be knocked prone.
>
> ***Hurl Element (Costs 2 Actions).*** The oni makes one hurl element attack.
>
> ***Stomp (Costs 2 Actions).*** Creatures in a 10 by 60 foot line must succeed on a DC 20 Strength saving throw or take 22 (4d10) bludgeoning damage and fall prone. On a successful save a creature takes half damage.
>
> ***Psychic Manipulation (Costs 3 Actions).*** The oni chooses a creature within 100 feet that it can see, it must succeed on a DC 18 Intelligence saving throw or become charmed by the oni and fight on its behalf. If the charmed target takes damage or after 1 hour the charmed creature can repeat the saving throw. Ending the effect on a success, where it takes 9 (2d8) psychic damage.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Kappa

Kappa are aquatic, reptilian humanoids who inhabit the rivers and streams flowing over Japan. Clumsy on land, they are at home in the water, and thrive during the warm months. Kappa are generally the size and shape of a human child, yet despite their small stature they are physically stronger than a grown man. Their scaly skin ranges from a deep, earthy green to bright reds and even blue. Kappa bodies are built for swimming; they have webbed, thumbless hands and feet, a turtle-like beak and shell, and an elastic, waterproof skin that reeks of fish and is said to be removable. Other inhuman traits include three anuses that allow them to pass three times as much gas as humans, and forearms attached to one another inside of their shells—pulling on one arm lengthens it while the other arm contracts. But their most distinguishing characteristic is a dish-like depression that lies on top of their skulls. This dish is the source of a kappa’s power and must be kept filled with water at all times. Should the water be spilled and the dish dry up, the kappa will be unable to move. It may even die.

***Societal.*** While younger kappa are frequently found in family groups, adult kappa live solitary lives. However, it is common for kappa to befriend other yōkai and sometimes even people. Possessed of a keen intelligence, kappa are one of the few yōkai able to learn human languages. They are highly knowledgeable about medicine and the art of setting bones. According to legend, friendly kappa taught these skills to humans. For fun, they love causing mischief, practicing martial arts like sumo wrestling, and playing games of skill like shogi. Kappa are proud and stubborn, but also fiercely honorable; they never break a promise. Kappa will eat almost anything, but they are particularly fond of two foods: cucumbers and raw innards—particularly human anuses.

Kappa are revered in Shinto as a kind of water god. It is not uncommon to see offerings of cucumbers made at riverbanks by devout humans. In return, kappa help people by irrigating fields, befriending lonely children, or competing with adults in sports and games.

***Blood in the Water.*** Kappa can also be crass and dangerous. Lakes and rivers where they live are often marked with warning signs. Kappa particularly despise cows and horses, and will attack the animals for no reason at all. Mischievous by nature, they loudly pass gas in public and love to peek up women’s kimonos. Sometimes their mischief turns violent. Kappa have been known to kidnap or rape swimming women, and kill people. A kappa’s preferred method of attack is to drown its victims, or bite them to death under water. Kappa also devour humans alive. Usually they go for the rear end to get at the shirikodama, a mythical ball of flesh located just inside the anus.

***Spilled Vessel.*** In the water, there is no escape for anyone who crosses a kappa. On land, however, it is possible to outwit one; the honorable kappa will feel obliged to return a bow. If it can be tricked into bowing so low that the water in its dish spills out, it can be overcome. Once bested, kappa have been made to swear loyalty and friendship to their victor for the rest of their lives.


___
> ## Kappa
>*Small fiend, lawful neutral or lawful evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 38 (7d6 + 14)
> - **Speed** 20 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|7 (-2)|14 (+2)|10 (+0)|12 (+1)|11 (+0)|
>___
> - **Saving Throws** Str +6
> - **Skills** Athletics +8, Intimidation +2, Medicine +5
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Senses** darkvision 60 ft. passive Perception 11
> - **Languages** Abyssal, Common
> - **Challenge** 3 (700 XP)
> ___
>
> ***Attached Forearms.*** The kappa can extend one arm while shrinking the other, granting an effective reach of 10 feet
>
> ***Grappler.*** The kappa has advantage on attack rolls to hit a creature it has grappled.
>
> ***Sara Cap.*** If the water in a kappa's sara is emptied the kappa becomes paralyzed until the bowl is filled.
>
> ***Stench.*** Any creature other than a kappa that starts its turn within 5 feet of the kappa must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all kappas for 1 hour. The kappa can, at will, suppress this trait.
>
> ### Actions
>
> ***Multiattack.*** The kappa makes three melee attacks, using its bite once, or two reaching claw attacks.
> 
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 7 (1d6 + 4) piercing damage. 
>
> ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 4) slashing damage. Alternatively, the kappa can choose to deal no damage and grapple instead.
>
> ***Pin.*** The kappa makes a grapple check against a creature it has grappled, if it succeeds the kappa and the target are restrained until the grapple ends.
>
> ***Reaching Claw.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit* 9 (1d8 + 4) slashing damage. Alternatively, the kappa can choose to deal no damage and grapple instead.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Ushi Oni

 A terror from Western Japan, ushi oni is a class of monster that lives near water. The name literally means “ox demon,” and it can actually refer to a number of different monsters with bovine traits. Most ushi oni they resemble an ox from the head up, and a demonic horror below the head. Many forms are known to exist; the body of an ox with a head like an oni’s; the head of an ox on a body like a spider’s or a cat’s; or even an ox’s head on the body of a kimono-clad human (a Japanese version of the minotaur).

***Bovine Menace.*** Despite their unique and varying morphology, all ushioni share a number of characteristics, pointing to a common origin. They are exceedingly cruel and savage beasts, they breath toxic poison, and they like to eat humans. Some ushi oni are lurkers, attacking people who draw too close to their lairs; others are hunters, roaming the coasts seeking prey; the cruelest ones ravage the same towns over and over, inflicting terrible curses or bringing diseases with them. Most ushi oni live along the rocky coasts and beaches of Western Japan, although a few roam the mountains of Shikoku.

***Killing Blow.*** Ushi oni frequently work together cooperation with other yokai. The spider-like version from the coasts of northern Kyushu and western Honshu frequently partners with nure onna and iso onna, who use their charms to lure unsuspecting men towards the water’s edge. When they approach, the ushi oni pounces upon them and bites the victims to death, and the meal is shared between the yokai.

> ##### Other Ushi Oni
> If using an Ushi Oni in the form of a more conventional Dungeons and Dragons creature, consider adding the poison breath action to a minotaur or ox, and replacing or modifying the Ushi's bite attack to work with the original creature.

___
___
> ## Ushi Oni
>*Huge fiend, chaotic evil*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 161 (14d12 + 70)
> - **Speed** 50 ft., swim 50 ft., climb 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|14 (+2)|20 (+5)|7 (-2)|12 (+1)|14 (+2)|
>___
> - **Skills** Perception +6, Stealth +7
> - **Damage Immunities** poison
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Condition Immunities** poisoned
> - **Senses** darkvision 120 ft. passive Perception 16
> - **Languages** Abyssal
> - **Challenge** 13 (10,000 XP)
> ___
>
> ***Amphibious.*** The oni can breathe air and water.
>
> ***Foul Waters (5/Day).*** As a bonus action, the oni causes exposed water within 30 feet to become lightly obscured and hazardous to creatures that aren't oni. If a creature comes in contact with the water it must succeed on a DC 18 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. The water remains until it evaporates or the oni is killed. If an oni uses an action to drink from the water it gains 9 (2d8) temporary hit points.
>
> ***Magic Weapons.*** The oni's weapon attacks are magical.
>
> ***Stench.*** Any creature other than an oni that starts its turn within 5 feet of the oni must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ushi oni for 1 hour.
>
> ### Actions
>
> ***Multiattack.*** The oni makes a skittering spray and then two claw attacks, or it makes four attacks, one with its bite and three with its claws. It can replace bite with swallow.
> 
> ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit* 19 (3d8 + 6) piercing damage plus 7 (2d6) poison damage. On hit a creature must succeed on a DC 19 Strength or Dexterity saving throw or be grappled. While grappling in this way the oni cannot bite another target.
>
> ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit* 16 (3d6 + 6) slashing damage. 
>
> ***Skittering Spray (Recharge 5-6).*** If the oni is standing or submerged in water, it splashes water in a 25 foot cone, creatures in the area must succeed on a DC 15 Dexterity saving throw or be blinded until the end of their next turn. If the water was affected by Foul Waters, that also applies to the creature.
>
> ***Swallow.*** The oni makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the oni, and it takes 17 (5d6) acid damage at the start of each of the oni's turns. If the oni takes 20 damage or more on a single turn from a creature inside it, the oni must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the oni. If the oni dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
>
> ***Toxic Breath (Recharge 5-6).*** The oni exhales poisonous gas in a 60 foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 42 (12d6) poison damage on a failed save, or half as much on a successful one.
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page


___
> ## Nure Onna
>*Large fiend, neutral evil*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 60 (8d10 + 16)
> - **Speed** 30 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|15 (+2)|11 (+0)|14 (+2)|19 (+4)|
>___
> - **Skills** Deception +7, Perception +5, Stealth +6
> - **Damage Resistances** poison; bludgeoning, piercing, and slashing from nonmagical weapons
> - **Senses** darkvision 120 ft. passive Perception 16
> - **Languages** Abyssal, Common, Dwarvish, Elvish
> - **Challenge** 5 (1,800 XP)
> ___
>
> ***Amphibious.*** The nure onna can breathe air and water.
>
> ***False Bundle.*** The bundle carried by the nure onna is immensely heavy for any that carry it aside from a nure onna. Upon taking the bundle a creature must succeed on a DC 15 Strength saving throw or check, or be Restrained. Upon inspection the bundle appears as a normal child, succeeding a DC 15 Intelligence (Investigation) check reveals it to be a ruse. If detect magic is cast upon it it reveals illusion magic.
>
> ***Innate Spellcasting.*** The nure onna's innate spellcasting ability is Charisma (spell save DC 15). The nure onna can innately cast the following spells, requiring no material components.
>
> At will: *shape water*
>
> 3/Day, each: *disguise self, fog cloud*
>
> ***Magic Resistance.*** The nure onna has advantage on saving throws against magic and magical effects.
>
> ***Magic Weapons.*** The nure onna's weapon attacks are magical.
>
> ### Actions
>
> ***Multiattack.*** The nure onna makes two attacks, one with its bite, and one with its constrict.
> 
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nure onna regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>
> ***Constrict.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 15) Until this grapple ends, the creature is restrained, and the nure onna can't constrict another target.
>

```
```

#### Nure Onna

Nure onna are vampiric sea serpents who haunt shores and rivers, looking for humans to eat. They are most commonly found on the shores of Kyushu, but there are stories of nure onna encounters as far north as Niigata and as far east as Fukushima. There are two variations of nure onna: one without arms, which resembles an enormous sea serpent with a woman’s head, and one with human-like arms. Aside from this difference, the two varieties look and act in exactly the same manner. Their faces are hideous and often betray serpent-like features, such as a forked tongue. They have long black hair which sticks to their dripping bodies. The name comes from the fact that they always appear sopping wet.

***Deceitful.*** While physically much stronger than a human, nure onna prefer to use trickery and guile to catch their prey, rather than relying on brute force. They most often appear on the coast near the water or by a riverbank, magically disguised as a distressed woman carrying a bundled up baby. They cry out for help from fishers, sailors, or anybody passing by. When the prey approaches, a nure onna will plead with him to hold her baby for just a moment so that she can rest.

***Dead Weight.*** If he agrees and takes the bundle, it quickly becomes as heavy as a boulder, and her victim is unable to move. The Nure onna is then free to attack her helpless victim, feeding by draining his blood with her long, serpentine tongue.

Nure onna frequently appear together and cooperate with ushi oni, as they inhabit the same environments and share the same diet.

<img 
  src='https://cdnb.artstation.com/p/assets/images/images/018/073/821/large/kaithzer-morejon-nure-onna.jpg?1558310165' 
  style='position:absolute; top:400px; right:-40px; width:480px' />

<img 
  src='https://i.imgur.com/oF4JQBz.png' 
  style='position:absolute; top:0px; right:0px; width:816px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Umi Bozu

Perhaps no other aquatic yokai is as mysterious as the giant umi bōzu. Their true form is unknown, as they are only ever seen from the shoulders up, but they appear to be roughly humanoid in shape, with inky black skin and a pair of large, round eyes. Eye-witnesses report a great range in size, from slightly larger than a ship, to a size so unimaginable that only the creature’s bulbous face is visible above the water. Its head is smooth and round like that of a venerable monk, and its body is nude and as black as shadow. Some reports make them out to be more serpentine, while others make them out to be more ghostly, like a gigantic kind of funa-yūrei.

***Calm Before the Storm.*** Umi bōzu appear on calm nights, when there is no sign of anything out of the ordinary. All of a sudden, with no warning, the waves and the weather whip up into a furious condition, and out from the tumult rises a titanic creature. It moves to destroy the ship, either by smashing the hull in a single blow, or taking it down bit by bit, depending on the size of both the ship and the umi bōzu.

***Barrel o Fate.*** Occasionally, instead of smashing the ship, an umi bōzu will demand a barrel from the crew. It uses this to pour huge amounts of water onto the deck, quickly sinking the boat and drowning the crew. If given a barrel with the bottom removed, the umi bōzu will scoop and scoop to no effect, and the sailors will be able to make a lucky escape.

***Mysterious Origins.*** Some say that the umi bōzu are the spirits of drowned priests, cast into the sea by angry villagers (this may also be implied by their name). These priests were then transformed into ghosts due to the horrible nature of their death, making them cousins of the similarly dreaded funa-yūrei, with whom they share some similarities. Others, however, say that umi bōzu are a sea monster which lives in the deeps of the Seto Inland Sea, and that they are the progenitors of a large variety of other aquatic yokai. Because sightings are rare and almost always fatal, it is likely that the true nature and origin of this spirit will remain a mystery for a long time.

> ##### Taking Down a Ship
> The umi bozu is capable of sinking ships without completely destroying them, this is optional. If using these actions the umi bozu must succeed on a number of checks equal to or more than the ship's Strength or Constitution modifier (whichever is higher, up to DM interpretation). Alternatively, it can only do this once the ship's hull has reached half of its hit points or fewer.
>
> When using the umi bozu's Enlarge or Fill Barrel action, it can deal a number of damage equal to 5 if Small, 15 if Medium, 25 if Large, which bypasses a ship's damage threshold and is not subtracted from the ship's hull itself. Meaning once the ship has taken enough "damage" it sinks, if the ship has the water cleared from it or is attacked,the ship's hull hit points remain intact. I.e. no real damage was done to the ship. 

<img 
  src='https://cdna.artstation.com/p/assets/images/images/007/749/864/large/eduardo-g-umi-bozu-final.jpg?1508263573' 
  style='position:absolute; top:0px; right:-270px; width:816px' />

<img 
  src='https://i.imgur.com/JH5NQVm.png' 
  style='position:absolute; top:0px; right:0px; width:816px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page



___
___
> ## Umi Bozu
>*Gargantuan fiend, neutral evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 315 (18d20 + 126)
> - **Speed** 40 ft., swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|26 (+8)|10 (+0)|25 (+7)|14 (+2)|17 (+3)|18 (+4)|
>___
> - **Saving Throws** Str +15, Dex +7, Int +9, Wis +10, Cha +13
> - **Skills** Perception +10, Stealth +7
> - **Damage Immunities** bludgeoning, piercing, and slashing that is nonmagical
> - **Damage Resistances** lightning, poison
> - **Condition Immunities** charmed, frightened, poisoned,
> - **Senses** darkvision 120 ft. passive Perception 20
> - **Languages** Abyssal, Common, Elvish
> - **Challenge** 22 (1,800 XP)
> ___
>
> ***Amphibious.*** The umi bozu can breathe air and water.
>
> ***Innate Spellcasting.*** The umi bozu's innate spellcasting ability is Charisma (spell save DC 19). The nure onna can innately cast the following spells, requiring no material components.
>
> At will: *fog, shape water*
>
> 4/Day, each: *control water, watery sphere*
>
> ***Legendary Resistance (3/Day).*** If the umi bozu fails a saving throw, it can choose to succeed instead.
>
> ***Magic Resistance.*** The umi bozu has advantage on saving throws against magic and magical effects.
>
> ***Magic Weapons.*** The umi bozu's weapon attacks are magical.
>
> ***Siege Monster.*** The umi bozu deals double damage to Objects and structures.
>
> ***Storm Surge.*** A lightning storm takes place when the umi bozu breaches the water's surface within 1 mile of the umi bozu.
>
> ***Tentacles.*** If a tentacle is targeted during one of the umi bozu's legendary actions, it has an AC of 20, and if it takes 40 or more damage in a single turn, it's cut off. The umi bozu can regrow lost tentacles after 4 (1d6 + 1) days of rest, the umi bozu has six tentacles. 
>
> ***Undertow.*** The umi bozu causes all water within 500 feet of itself to become difficult terrain.
>
> ***Underwater Camoflauge.*** The umi bozu has advantage on Dexterity (Stealth) checks made while underwater.
>
> ### Actions
>
> ***Multiattack.*** The umi bozu makes three attacks with its tentacles, alternatively it makes one tentacle attack and a fist attack, anytentacle attackm can be replaced with fling.
>
> ***Enlarge or Fill Barrel.*** The umi bozu can magically cause a barrel or similar container to fill with water or change its size by one category larger, up to Large.
>
> ***Fist.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one 10 foot by 10 foot area. *Hit* 18 (3d6 + 8) bludgeoning damage.
>
> ***Fling.***  One Large or smaller object held or creature grappled by the umi bozu is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
>
> ***Spout.*** The umi bozu targets a a 15 foot radius sphere within 60 feet, creatures in the area must succeed on a DC 19 Dexterity saving throw or take 33 (6d10) bludgeoning damage.
>
> ***Tentacle.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit* 18 (3d6 + 8) bludgeoning damage. The target is grappled (escape DC 22). Until this grapple ends, the target is restrained. The umi bozu has six tentacles, each of which can grapple one target.
>
> ### Legendary Actions
>
> The umi bozu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The umi bozu regains spent legendary actions at the start of their turn.
>
> ***Grab or Toss.*** The umi bozu makes a tentacle or fling attack.
>
> ***Slam (Costs 2 Actions).*** The umi bozu makes a fist attack.
>
> ***Spout (Costs 2 Actions).*** The umi bozu makes a spout attack.
>
> ***Capsize (Costs 3 Actions).*** The umi bozu moves up to 40 feet in a straight line and makes a Strength check against a ship's own Strength in an effort to sink it.
>
> ***Clear the Deck (Costs 3 Actions).*** Creatures in a 20 foot cube within 5 feet of the umi bozu must succeed on a DC 23 Dexterity saving throw or take 28 (6d6 + 8) bludgeoning damage and be knocked to one end of the cube, umi bozu's choice, and fall prone. On a succesful save a creature takes half damage.
>
> ***Wrap Tentacles (Costs 3 Actions).*** The umi bozu must be within 5 feet of a ship that has a width of 25 feet or less and makes a Strength check against the ship's own. On a success the umi bozu deals 
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Ippondatara

Ippondatara has one thick, trunk-like leg and a single saucer-like eye. It lives deep in the mountains of Japan. It is especially well-known in the mountains bordering Wakayama and Nara Prefectures (old Kii and Yamato Provinces), though sightings have been reported in other neighboring prefectures as well.

***Rare Yokai.*** Ippondatara is a shy yōkai, and tends to stay away from inhabited areas. It moves about by hopping around and doing somersaults. It avoids humans, though on winter days it is not uncommon to find the unique prints of this yōkai’s large, single foot in the snow.

***Fated Eve.*** While it is mostly harmless, once per year on December 20th, the ippondatara turns violent. Those entering the mountains on that day who run into the ippondatara are squashed flat under its powerful foot. Because of this, December 20th is considered an unlucky day in the areas where this yōkai lives. People stay out of the mountains then.

The name ippondatara comes from tatara, the bellows that a blacksmith would use in the old days. This yōkai is said to resemble a master blacksmith who lost the use of one eye from years of starting at the intense flames, and lost the use of one leg from years of heavy work pumping the bellows.

There are many theories about the origin of this yōkai. In some villages, it is considered to be a cousin of a certain breed of kappa called gōrai which—every winter—transform from river spirits into mountain spirits called kashambo until they return to the rivers in spring. Ippondatara is said to be a kind of kashambo.

Other explanations describe the ippondatara as the ghost of a woodcutter who cut off one of his legs in penance for some crime. Or it may be the ghost of a famous one-legged, one-eyed robber named Hitotsudatara who lived in the mountains of Wakayama and had supernatural strength. It may even be the ghost of a giant boar who used to roam the mountains killing hunters. A high priest was able to bind the boar’s spirit and keep it from harming people, but the conditions of the magic that binds this ghost allow it to roam free one day per year—on December 20th.

It has also been suggested that it is a kind of mountain kami which was corrupted over the ages and became a yōkai. A single eye is a common feature among mountain spirits, and other one-eyed yōkai (such as hitotsume kozō) originated as mountain kami as well.


```
```

___
> ## Ippondatara
>*Large fiend, any alignment*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 60 (8d10 + 16)
> - **Speed** 25 ft., climb 15 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|7 (-2)|15 (+2)|8 (-1)|14 (+2)|9 (-1)|
>___
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical weapons
> - **Senses** passive Perception 12
> - **Languages** Abyssal; The languages it knew in life
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Magic Weapons.*** The ippondatara's weapon attacks are magical.
>
> ***Somersaulting.*** If the ippondatara moves at least 15 feet in a straight line, it can begin somersaults, increasing its move speed to 40 feet, but it can only move in a straight line until it stops.
>
> ***Somersault Smash.*** If the ippondatara is moving using somersaulting and makes a Foot attack against a target, the attack deals an extra 4 (1d8) damage and the target has disadvantage on its saving throw.
>
> ### Actions
>
> ***Multiattack.*** The ippondatara makes three melee attacks, using its bite once and fists twice, 
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 10 (1d12 + 4) piercing damage. 
>
> ***Fist.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit* 9 (2d4 + 4) bludgeoning damage. Alternatively, the ippondatara can choose to deal no damage and grapple instead.
>
> ***Foot.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 13 (2d8 + 4) bludgeoning damage. On hit a target of Large or smaller size must succeed on a DC 14 Strength saving throw or be knocked prone and the ippondatara stands atop them, causing them to begin to suffocate and grappling them.
>

<img 
  src='https://66.media.tumblr.com/cca9845a6410037f4b545e9817097392/tumblr_pf8tfqerzT1vw5i2lo1_540.png' 
  style='position:absolute; top:500px; right:370px; width:480px' />
  
<img 
  src='https://i.imgur.com/tQjcZ5n.png' 
  style='position:absolute; top:480px; right:390px; width:750px' />

<img 
  src='https://i.imgur.com/pEJl0m5.png' 
  style='position:absolute; top:340px; right:240px; width:750px' />
  
 <div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div> 

\page

#### Greater Ippondatara

These ippondatara were venerated smiths at one point, their strength increasing beyond their brethren and wielding weapons of their own make. These yokai are mighty foes to take on.

They're also far less anxious, evil masters sometimes utilize these demons for their own smithies, as the creature became what it is by conducting its craft. They utilize their magic in the creation of their weapons, melting metal down to the perfect shape before freezing it with their blasts of cold.

___
___
> ## Greater Ippondatara
>*Large fiend, any alignment*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 133 (8d10 + 16)
> - **Speed** 30 ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|13 (+1)|18 (+4)|11 (+0)|16 (+3)|13 (+1)|
>___
> - **Saving Throws** Str +10, Dex +5, Wis +7
> - **Damage Immunities** fire
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing that is nonmagical 
> - **Skills** Athletics +13, Investigation +4, Perception +7
> - **Senses** darkvision 60 ft., passive Perception 17
> - **Languages** Abyssal; The languages it knew in life
> - **Challenge** 10 (5,900 XP)
> ___
>
> ***Disrupt The Third Eye.*** If the ippondatara takes 20 psychic damage in a single turn it cannot use its innate spellcasting nor teleport traits. It also cannot use its hurl element action.
>
> ***Innate Spellcasting.*** The ippondatara's innate spellcasting ability is Wisdom (spell save DC 14). The ippondatara can innately cast the following spells, requiring no material components.
>
> At will: *control flames, create bonfire, green-flame blade, mage hand, shape water*
>
> 3/Day each: *burning hands, ice knife, shield*
>
> 1/Day each: *A's scorcher, gaseous form, invisibility* 
>
> ***Heated Weapons.*** Any metal weapons wielded by the ippondatara deal an additional 7 (2d6) fire damage (included in the attack).
>
> ***Magic Resistance.*** The ippondatara has advantage on saving throws against magic and magical effects.
>
> ***Magic Weapons.*** The ippondatara's weapon attacks are magical.
>
> ***Somersaulting.*** If the ippondatara moves at least 15 feet in a straight line, it can begin somersaults, increasing its move speed to 45 feet, but it can only move in a straight line until it stops.
>
> ***Somersault Smash.*** If the ippondatara is moving using somersaulting and makes a Foot attack against a target, the attack deals an extra 4 (1d8) damage and the target has disadvantage on its saving throw.
>
> ***Teleport (Recharge 5-6).*** As a bonus action, ippondatara magically teleports, along with any equipment it is wearing or carrying up to 60 feet into an unoccupied space that it can see.
>
> ### Actions
>
> ***Multiattack.*** The ippondatara makes makes three attacks, two with its fists and one with its foot, replacing one with leg sweep if able, or it makes two maul attacks.
>
> ***Fist.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit* 11 (2d4 + 6) bludgeoning damage. Alternatively, the ippondatara can choose to deal no damage and grapple instead.
>
> ***Foot.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* 15 (2d8 + 6) bludgeoning damage. On hit a target of Large or smaller size must succeed on a DC 17 Strength saving throw or be knocked prone and the ippondatara stands atop them, causing them to begin to suffocate and grappling them.
>
> ***Hurl Element.*** *Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit* 13 (3d6 + 3) cold or fire damage.
>
> ***Leg Sweep (Recharge 5-6).*** Creatures within 10 feet of the ippondatara must succeed on a DC 18 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage and fall prone. A creature takes half damage on a successful save.
>
> ***Maul.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit* 20 (4d6 + 6) bludgeoning damage plus 7 (2d6) fire damage.
>

<img 
  src='https://i0.wp.com/playcrazygame.com/wp-content/uploads/2019/10/nioh-2-v1-61.jpg?fit=2014%2C1620&ssl=1' 
  style='position:absolute; top:700px; right:0px; width:816px' />

<img 
  src='https://i.imgur.com/Iu6blc4.png' 
  style='position:absolute; top:-90px; right:0px; width:816px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Nukekubi 

 Nukekubi are a variant type of rokurokubi. They are similar in most respects, except that a nukekubi’s head detaches itself completely from its body rather than elongating like a rokurokubi’s neck. Because their heads detach, they can travel further distances than the rokurokubi.

Nukekubi possess a thirst for blood, and are more violent than rokurokubi. Their flying head sucks the blood of victims like a vampire. Nukekubi also brutally bite humans and animals to death.

***A Family's Plight.*** Like the rokurokubi, being a nukekubi is considered a curse. Edo period scientists believed that nukekubi suffered from an infliction similar to somnambulism; only instead of walking about at night the patient’s entire soul and head depart from the body. Uncured, this curse has the potential to tear a family apart, particularly due to its violent nature. Treatments for the curse of the rokurokubi and nukekubi have been long sought after—particularly because these women can often pass their curse on to their daughters who shows signs as they mature. Afflicted girls were sold off to live in brothels or human circuses, or forced to commit suicide in order to preserve their families’ honor. A famous account from Echizen Province (Fukui Prefecture) tells of a young woman afflicted with the curse of the nukekubi. Her head flew about the capital city at night, chasing young men through the streets all the way back to their houses. Locked out, the head would scratch and bite their doors and gates during the night and leave deep gashes in the wood. When the young girl eventually discovered her curse, she was so ashamed that she asked her husband for a divorce. She ritually cut off all of her hair in repentance and committed suicide. She believed it was better to die than to live the rest of her life as a monster.

According to lore from Hitachi, a man married to a nukekubi heard from a peddler that the liver of a white-haired dog could remove the curse. He had such a dog, and killed it and fed its liver to his wife. Sure enough she was cured of the affliction. However, her curse was still passed on to her daughter, whose flying head took to biting white dogs to death. Other accounts claim that by removing the sleeping body to a safe place during the night, the head will not be able return, and will eventually die—however this is not a cure that most families are willing to try.

```
```



> ##### Strange Statistics?
> The statblock presented represents the head of a nukekubi, while attached, these women are otherwise normal and their fiendish presence doesn't take hold outside of being identified as a fiend while under the curse, potentially their skills and other traits do, but combat-wise this is for the head.
>
> ##### Rokurokubi
>
> This creature is mentioned above, more mischevious and less violent than the nukekubi, the statblock presented can be adapted to fit a creature of medium size. Swap or add the existing actions to the original creature and add a reach of however many feet long the rokurokubi's neck grants.

___
> ## Nukekubi
>*Tiny fiend, chaotic evil*
> ___
> - **Armor Class** 14 
> - **Hit Points** 36 (8d4 + 16)
> - **Speed** 5 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|18 (+4)|12 (+1)|10 (+0)|14 (+2)|15 (+2)|
>___
> - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Skills** Deception +4, Intimidation +4, Perception +4, Persuasion +4
> - **Senses** passive Perception 14
> - **Languages** Any one
> - **Challenge** 3 (700 XP)
> ___
>
> ***Flyby.*** The nukekubi doesn't provoke an opportunity attack when it flies out of an enemy's reach.
>
> ### Actions
>
> ***Multiattack.*** The nukekubi makes three attacks with its bite.
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 7 (1d6 + 4) piercing damage plus 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nukekubi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 
>

<img 
  src='https://cdna.artstation.com/p/assets/images/images/013/206/612/large/ash-ben-keyframe-2-copy.jpg?1538554952' 
  style='position:absolute; top:720px; right:283px; width:650px' />

<img 
  src='https://i.imgur.com/590xacb.png' 
  style='position:absolute; top:290px; right:140px; width:1000px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Yuki Onna

Yuki onna prey on travelers lost in the heavy snowstorms that blanket the Japanese Alps in winter. They have an otherworldly beauty, with long black hair and piercing eyes colored deep violet. Their skin is ageless and as white as snow. Their bodies are as cold as ice, and a mere touch is enough to give a human a deep, unshakable chill. She feeds on human life force, sucking it from their mouths into hers with an icy breath that often freezes her victims solid.

***Cold Hearts.*** Yuki onna sometimes fall in love with their intended prey and let them go free. Some marry humans and live happily together with their husbands. As supernatural spirits never age, however, they never age, and their husbands inevitably discover their true identities, ending these happy marriages. Most yuki onna are not this congenial, however, and spend their lives hunting humans in the snow. They stay near mountain roads and prey on the travelers coming and going, or break into homes and flash-freeze all of the inhabitants during the night.

***Icy Visits.*** In Niigata, an elderly man operated an inn on a mountain trail with his wife. One snowy night, the inn was visited by a young lady who was traveling alone. She warmed herself by the fire and ate together with the innkeeper and his wife. She was sweet and charming and extremely beautiful. In the middle of the night, during a fierce blizzard, she stood up and made to leave the inn. The innkeeper begged her not to go outside, and took her hand to hold her back. It was as cold as ice, and merely touching it sucked all the warmth from the innkeeper's body, causing him to shiver violently. As he tried to keep her in the house, her entire body turned into a fine icy mist, and shot up the chimney and out into the night.

___
___
> ## Yuki Onna
>*Medium monstrosity, any alignment*
> ___
> - **Armor Class** 17 (natural armor) 
> - **Hit Points** 104 (16d8 + 32)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|15 (+2)|13 (+1)|15 (+2)|18 (+4)|
>___
> - **Damage Immunities** cold, poison
> - **Damage Resistances** bludgeoning, piercing, and slashing that is nonmagical 
> - **Damage Vulnerabilities** fire
> - **Condition Immunities** charmed, frightened, poisoned
> - **Skills** Deception +7, Intimidation +7, Perception +6, Persuasion +7, Stealth +6, Survival +6
> - **Senses** darkvision 120 ft., passive Perception 16
> - **Languages** Any one
> - **Challenge** 8 (3,900 XP)
> ___
>
> ***Freezing Body.*** A creature that touches the yuki onna or hits her with a melee attack while within 5 feet of her takes 7 (2d6) cold damage.
>
> ***Frozen Weapons.*** Any metal melee weapon the yuki onna wields deals an extra 3 (1d6) cold damage on a hit (included in the attack).
>
> ***Ice Walk.*** The yuki onna can move across and climb icy surfaces without need to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement.
>
> ***Icy Regeneration.*** While standing in or on snow, ice, cold water or within a snowstorm, the yuki onna gains 2 hit points at the start of her turn. This trait doesn't function at the start of the yuki onna's next turn if she takes fire damage. 
>
> ***Innate Spellcasting.*** The yuki onna's innate spellcasting ability is Charisma (spell save DC 15). The yuki onna can innately cast the following spells, requiring no material components.
>
> At will: *hold person, shape water, ray of frost*
>
> 3/day each: *cone of cold, gaseous form, ice knife, ice storm, wall of ice*
>
> 1/day: *control weather*
>
> ***Snow Camoflauge.*** The yuki onna has advantage on Dexterity (Stealth) checks made while in snowy terrain.
>
> ### Actions
>
> ***Multiattack.*** The yuki onna makes three attacks with her cold touch, or two with one cold touch and one life drain.
>
> ***Cold Touch.***  *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 13 (2d8 + 4) cold damage.
>
> ***Life Drain.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one grappled or incapacitated target. *Hit* 9 (1d10 + 4) cold damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Bakeneko

Cats, feral and domestic, are all over Japan. They are in houses as pets, on farms as exterminators, or in cities and towns as strays. Like many of Japan’s animals, when cats live to an old age they develop supernatural powers and transform into yōkai. Bakeneko begin their supernatural life looking almost identical to an ordinary housecat. Soon they begin to walk about at on their hind legs. As they age and their powers increase, they can grow large indeed—up to the size of a full-grown human.

***Many Forms.*** Bakeneko possess great shape-shifting abilities and disguise themselves as smaller cats or humans—sometimes even taking the shape of their own masters. Many learn to speak human languages. While in disguise, they are known to dress up as humans with towels wrapped around their heads. In this form bakeneko dance around merrily. While this sounds frivolous and even cute, bakeneko are a menace to any house they live in or near. They can eat things that are much bigger than they are, and can even consume poisonous things without difficulty. It is possible for a bakeneko to eat its own master and then assume his form, living in his place. If they do not directly kill their owners, they can bring down great curses and misfortune. They can summon ghostly fireballs and are known to accidentally start house fires, their tails acting like torches igniting any flammable materials in the house. Bakeneko also have the disturbing ability to reanimate fresh corpses and use them like puppets for their own nefarious purposes.

***Old Yokai.*** Bakeneko can come into being as a result of a number of things, but the most common reasons are by being long-lived (over 13 years old), growing to a certain size (over 3.75 kilograms), or by licking up large quantities of lamp oil. A telltale sign that a cat may be close to becoming a bakeneko is believed to be an exceptionally long tail. The older and wiser a cat gets, the longer its tail becomes. This superstition led to the custom of bobbing cats’ tails at an early age to prevent them from transforming into yōkai.

> ##### Nekomata
> An even older and more powerful version of a bakeneko is a nekomata, which has it tail split into two seperate ones, and is always evil in some fashion. These are true yokai and if you'd like to create one, adapt the traits provided here to an existing humanoid or beef up its attacks and abilities.
>
> ##### Other Animal Yokai
>
> Creatures such as kawauso or itachi are similar to nekomata in being animals that have led lengthy lives and become supernatural, often with shapechanging abilities or spells and disguises. The bakeneko statblock presented can be easily tweaked to fit your needs for one of these other creatures.

___
___
> ## Bakeneko
>*Small monstrosity (shapechanger), any non-good alignment*
> ___
> - **Armor Class** 14 
> - **Hit Points** 36 (8d6 + 8)
> - **Speed** 40 ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|18 (+4)|13 (+1)|15 (+2)|17 (+3)|15 (+2)|
>___
> - **Saving Throws** Dexterity +6, Wisdom +5
> - **Damage Immunities** poison
> - **Condition Immunities** poisoned
> - **Skills** Acrobatics +4, Deception +4, Intimidation +4, Perception +5, Performance +4, Stealth +6
> - **Senses** darkvision 60 ft., passive Perception 15
> - **Languages** Any one, Cat
> - **Challenge** 2 (450 XP)
> ___
>
> ***Evasion.*** If the bakeneko is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
>
> ***Innate Spellcasting.*** The bakeneko's innate spellcasting ability is Wisdom (spell save DC 13). The bakeneko can innately cast the following spells, requiring no material components.
>
> At will: *create bonfire, dancing lights, prestidigitation, produce flame*
>
> 2/day each: *animal friendship, bane, dissonant whispers*
>
> 1/day each: *bestow curse, hex, ray of sickness, T.'s hideous laughter* 
>
> ***Flaming Tail.*** As a bonus action, bakeneko can cause its tail to ignite or extinguish, shedding bright light for 15 feet and dim light for an additional 15 feet. Flammable objects within 5 feet of the bakeneko that aren't being worn or carried ignite. This tail can be blown out by other sources such as a strong wind or when doused by a nonflammable liquid.
>
> ***Keen Smell.*** The bakeneko has advantage on Wisdom (Perception) checks that rely on smell.
>
> ### Actions
>
> ***Multiattack.*** The bakeneko makes three attacks, one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 7 (1d6 + 4) piercing damage.
>
> ***Change Shape.*** The bakeneko magically polymorphs into a Small or Medium Humanoid or beast, or back into its true form. Other than its size, its statistics are the same in each form. If the bakeneko dies, it reverts to its true form.
>
> ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 6 (1d4 + 4) slashing damage.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Isonade

 Isonade are mysterious, shark-like sea monsters which scour the rocky coastlines searching for boats to scuttle and fishermen to snatch. Their bodies are enormous, and their fins are covered with countless, tiny metallic barbs like a grater. They use these barbs to hook their prey, dragging them deep into the water to be eaten. Isonade are said to appear when the north winds blow and the sea currents change.

***Silent Killers.*** Ionade are incredibly elusive. They move through the water with unparalleled grace and can swim without creating so much as a splash. This makes them difficult to spot. By the time most sailors have noticed that the winds have changed and a strange color is upon the sea, it is too late—a huge tail is already rising out of the water, above their heads. When isonade strike, they do not thrash about violently like a hungry shark. Instead they hook their prey on their fins or tail with a gentle stroking motion, dragging them into the depths almost peacefully. They do this without a sound and without ever showing their bodies, making them all the more dangerous for their stealth.

___
___
> ## Isonade
>*Huge monstrosity, unaligned*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 152 (16d12 + 48)
> - **Speed** swim 90 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|19 (+4)|16 (+3)|3 (-4)|15 (+2)|7 (-2)|
>___
> - **Saving Throws** Str +10, Dex +9
> - **Skills** Acrobatics +14, Athletics +10, Perception +7, Stealth +14
> - **Senses** darkvision 120 ft. passive Perception 17
> - **Challenge** 14 (11,500 XP)
> ___
>
> ***Ambusher.*** In the first round of a combat, the isonade has advantage on attack rolls against any creature it surprised.
>
> ***Snatch.*** In the first round of combat, a creature surprised by the isonade has disadvantage on its saving throws against the isonade's hook and tail saves.
>
> ***Underwater Camoflauge.*** The isonade has advantage on Dexterity (Stealth) checks made while underwater.
>
> ### Actions
>
> ***Multiattack.*** The isonade makes two attacks, one with its bite and one with its tail, it can replace bite with swallow.
>
> ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit* 27 (4d10 + 5) piercing damage. On hit a creature must succeed on a DC 18 Strength or Dexterity saving throw or be grappled. While grappling in this way the isonade cannot bite another target.
>
> ***Swallow.*** The isonade makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the isonade, and it takes 28 (8d6) acid damage at the start of each of the isonade's turns. If the isonade takes 25 damage or more on a single turn from a creature inside it, the isonade must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the isonade. If the isonade dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
>
> ***Hook.*** The isonade moves up to half its movement speed and creatures of Huge size or smaller that are within 5 feet of it as it moves must succeed on a DC 18 Strength or Dexterity saving throw. On a failed save a creature takes 18 (4d8) slashing damage and is Restrained as it moves with the isonade. A Restrained creature can make a DC 18 Strength or Dexterity check on its turn to take 9 (2d8) slashing damage and end the condition.
>
> ***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 20 ft., 10 foot cube. *Hit* 24 (3d12 + 5) piercing damage plus 9 (2d8) slashing damage. On hit a creature must succeed on a DC 17 Strength or Dexterity saving throw. On a failed save a creature is Restrained as it moves with the isonade.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Nurikabe

Little is known about the true appearance of nurikabe because these yokai are usually said to be invisible. During the Edo period, however, artists began to illustrate this creature, giving it an appearance somewhere between a grotesque, fantastic beast and a flat, white wall. Modern representations of the nurikabe depict it as a plain, gray, bipedal wall with vague face-like features.

***Alternate Route.*** Nurikabe appear mysteriously on roads late at night. As a traveler is walking, right before his or her eyes, an enormous, invisible wall materializes and blocks the way. There is no way to slip around this yokai; it extends itself as far as to the left and right as one might try to go. There is no way over it either, nor can it be knocked down. However, it is said that if one taps it near the ground with a stick, it will vanish, allowing the traveler to continue on his or her way.

The true nature of the nurikabe is surrounded in mystery. Based on its name, it seems to be related to other household spirits known as tsukimogami. It has also been suggested that the nurikabe is simply another manifestation of a shape-shifting itachi or tanuki. Mischievous tanuki are said to enlarge their magical scrotums into an invisible wall in order to play pranks on unsuspecting humans.

<div class='descriptive'>
##### Change Size
The nurikabe simply "spreads out" to fill a void, primarily in a sideways direction on a road or path. Essentially, the nurikabe fills a 3x3 grid and two sides in a ine can extend beyond the standard Huge size. The text details that the wall stretches as far as it has to, in game this could be the yokai simply moving stealthily to the left or right as it extends. Should someone slip by or use a ruse to get around it without appeasing the nurikabe properly, is when one would gain its ire. In combat the nurikabe should shrink to its normal size to move around, or if it remains beyond such a size, it could strike at foes and block a path.
</div>

___
___
> ## Nurikabe
>*Huge fiend, neutral*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 110 (16d12 + 48)
> - **Languages** Abyssal, The ones it knew in life
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|6 (-2)|14 (+2)|8 (-1)|12 (+1)|10 (+0)|
>___
> - **Saving Throws** Str +9, Dex +1, Wis +4, Cha +3
> - **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical weapons
> - **Condition Immunities** charmed, exhaustion, frightened
> - **Skills** Perception +5, Stealth +4
> - **Senses** blindsight 30 ft., darkvision 120 ft. passive Perception 15
> - **Languages** Any three
> - **Challenge** 8 (3,900 XP)
> ___
>
> ***Ambusher.*** In the first round of a combat, the nurikabe has advantage on attack rolls against any creature it surprised.
>
> ***Change Size.*** While the nurikabe is effectively Huge size, it can adjust its form to fill any shape in one dimension. It can extend beyond Huge and become smaller than Huge without affecting its statistics as a bonus action. If the nurikabe is incapacitated or dead it reverts to its normal size (or as much as the space its in will allow). The maximum distance it can cover in a direction is 60 feet.
>
> ***Change Texture.*** The nurikabe can change its skin to feel like that of a wall it is adjacent to or any it has felt in its past.
>
> ***Keen Senses.*** The nurikabe has advantage on Wisdom (Perception) checks.
>
> ***Magic Resistance.*** The nurikabe has advantage on saving throws against magic and magical effects.
>
> ### Actions
>
> ***Multiattack.*** The nurikabe makes two slam attacks.
>
> ***Invisibility.*** The nurikabe magically turns itself invisible, it remains invisible until it attacks or loses concentration (as if on a spell).
>
> ***Rock.*** *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit* 22 (3d10 + 6) bludgeoning damage.
>
> ***Slam.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit* 19 (3d8 + 6) bludgeoning damage.
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Kasha

Kasha are a type of bake-neko, or monster cat. They are large, bipedal felines as large as or larger than a human. They are often accompanied by hellish flames or lightning. They like to appear during rainy or stormy weather, and most often during the night. Their name sometimes causes confusion with other yokai; while their name means “fire cart,” they do not use vehicles of any kind.

***Wolf in Sheep's Clothing.*** Kasha, being bake-neko, often live among humans, disguised as ordinary house cats or strays. However, they reveal their true forms during funeral services, when they leap down from rooftops to snatch corpses out of their coffins. Kasha are occasionally employed as messengers or servants of hell, in which case they are tasked with collecting the corpses of wicked humans spiriting them off to hell for punishment. Other times, they steal corpses for their own uses — either to animate as puppets or to eat.

***Corpse Thieves.*** It is nearly impossible to retrieve a person’s remains after they have been snatched by a kasha. This makes passing on to the next life difficult. The best defense is to be prepared; temples in areas where kasha are said to prowl have devised unique ways of defending against these monster cats. In Yamagata, clever priests have taken to holding two funeral ceremonies for the deceased. The first ceremony is a fake — the casket is filled only with rocks, so if a kasha comes for the body it will end up with nothing. The real ceremony takes place afterwards, when the risk of a kasha encounter is lessened. In Ehime, a head shaving razor may be placed on top of the coffin as against kasha. In Miyazaki, priests chant, “baku ni wa kuwasen” and “kasha ni wa kuwasen” (“don’t be eaten by a baku, don’t be eaten by a kasha”) twice times in front of the funeral procession in order to keeps evil spirits away. In Okayama, the priests play a myōhachi — a type of cymbal used in religious ceremonies — in order to keep the kasha away.

___
___
> ## Kasha
>*Large fiend (shapechanger), chaotic evil*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 136 (16d10 + 48)
> - **Speed** 50 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|17 (+3)|16 (+3)|12 (+1)|15 (+2)|18 (+4)|
>___
> - **Saving Throws** Str +8, Dex +7,Wis +6
> - **Damage Immunities** fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
> - **Condition Immunities** poisoned
> - **Skills** Acrobatics +7, Athletics +8, Intimidation +8, Stealth +7
> - **Senses** darkvision 120 ft., passive Perception 12
> - **Languages** Abyssal, Cat, and one more (usually Common)
> - **Challenge** 10 (5,900 XP)
> ___
>
> ***Heated Body.*** A creature that touches the kasha or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
>
> ***Heated Weapons.*** Any metal melee weapon the kasha wields deals an extra 7 (2d6) fire damage on a hit (included in the attack).
>
> ***Innate Spellcasting.*** The kasha's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks), the kasha can innately cast the following spells, requiring no material components.
>
> At will: *control flames, create bonfire, fire bolt, lightning lure,*
>
> 3/day each: *A's scorcher, animate dead, burning hands, pyrotechnics*
>
> 1/day each: *dragon's breath* (fire only), *fireball, lightning bolt* 
>
> ***Flaming Body.*** While in its true form, the kasha emits bright light out to 20 feet and dim light an additional 20 feet. Flammable objects not being worn or carried within 5 feet of the kasha ignite. Being doused in a large amount of nonflammable liquid suppresses this trait until the start of the kasha's next turn.
>
> ***Keen Smell.*** The kasha has advantage on Wisdom (Perception) checks that rely on smell.
>
> ***Magic Resistance.*** The kasha has advantage on saving throws against magic and magical effects.
>
> ***Magic Weapons.*** The kasha's weapon attacks are magical.
>
> ### Actions
>
> ***Multiattack.*** The kasha makes three attacks, one with its bite and two with its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage. On hit the target must succeed on a DC 16 Strength or Dexterity saving throw or be grappled. The kasha can't make another bite attack against a different target while grappling a creature in this way.
>
> ***Change Shape.*** The kasha magically polymorphs into a Small or Medium Humanoid or beast, or back into its true form. Other than its size, its statistics are the same in each form. If the kasha dies, it reverts to its true form.
>
> ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit* 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Mikoshi Nyudo

Mikoshi nyūdō are fearsome yōkai who appear late at night to lone travelers on empty streets, intersections, or bridges. They appear to be harmless traveling priests or monks, no taller than an ordinary person; but in an instant they grow abnormally tall, with long claws and hair like a wild beast.

***Don't Look Up.*** As soon as a person raises his eyes to look upon a mikoshi nyūdō, the giant grows to an immense height—as tall the observer is able to raise his eyes, and just as fast. This causes the person to look up so high and fast that they lose their balance and tumble backwards. That’s when the mikoshi nyūdō lunges forward and bites their throat out with its teeth.

Those unfortunate enough to meet this cruel yōkai usually do not live to tell the tale. Much depends on the person’s reaction. If they try to ignore and walk past the mikoshi nyūdō, the angry giant will crush them or pierce them with bamboo spears and branches. The same fate is met by those who turn and try to run away. People who stare at the mikoshi nyūdō frozen in fear will drop dead on the spot, overcome by its presence.

***Confidence is Key.*** The only possible escape is to anticipate the mikoshi nyūdō (thus its name). Meet it face-to-face, eye-to-eye, and show no fear. Then, look from its head down to its feet, rather than starting at the feet and looking up. If done properly, the giant’s power to grow will be sapped. Telling the giant, “You lost! I anticipated your trick!” causes it to vanish in anger, leaving the traveler to pass safely along.

Mikoshi nyūdō is a popular form of some shape-shifting animals. In particular, itachi and tanuki transform into these giants in order to hunt humans. Kitsune and mujina are known to occasionally take this form as well, though less often. When a mikoshi nyūdō is result of a transformation, it carries a bucket, a lantern, or some other tool. This tool is where the shape-shifter’s true body is stored. If you can snatch the object away from the giant before it attacks, the spell is broken and the transformed yōkai will be at its captor’s mercy.


> ##### Taka Nyudo
> Very similar to the mikoshi nyudo, the taka nyudo also grow when looked upon in the same way. Albeit these giant monks do so in urban environments and seek to scare more than consume and maim. The mikoshi statblock presented does just as well to represent them.
>
> ##### Bigger than Large?
>
> These two giants can easily grow up to Huge size, say a creature fails its save by 10 or more, add an additional damage die to each of the attacks and at your discretion increase its hit points. Adding 30 for a total of 105 hit points puts the nyudos into CR 5 (1,800 XP) and grants them a +3 proficiency bonus if you'd rather go straight for the big hitting versions of these courage testing giants.

___
> ## Mikoshi Nyudo
>*Large fiend, neutral evil*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 75 (10d10 + 20)
> - **Speed** 30 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|14 (+2)|10 (+0)|16 (+3)|17 (+3)|
>___
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Skills** Deception +5, Insight +5, Intimidation +7, Perception +5
> - **Senses** darkvision 120 ft., passive Perception 15
> - **Languages** Abyssal, Common, Giant
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Little Monk.*** This creature is classified as Large size, it remains in Medium size until its rising gaze trait takes effect. After 1 hour or as an action, it reverts to Medium size. While in Medium size, the only attacks the mikoshi nyudo can take is the spear action.
>
> ***Rising Gaze.*** The mikoshi nyudo can force a creature within 15 feet must succeed on a DC 13 Wisdom saving throw if the mikoshi nyudo isn't incapacitated. On a failed save a creature raises their head to look up at the mikoshi nyudo, causing it to grow to Large size. If a creature fails its saving throw by 5 or more they fall prone. On a successful save the creature averts their gaze and is immune to this mikoshi nyudo's rising gaze for the next 24 hours.
>
> ### Actions
>
> ***Multiattack.*** The mikoshi nyudo makes three attacks, one with its bite and two with its claws or two with its spear.
>
> ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 15 ft., one target. *Hit* 8 (1d8 + 4) piercing damage.
>
> ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit* 9 (2d4 + 4) slashing damage.
>
> ***Spear.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft., 10 ft. while Large or range 20/60 ft. or 30/90 while Large, one target. *Hit* 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage when used with two hands or 11 (2d6 + 4) piercing damage or 13 (2d8 + 4) piercing damage when used with two hands while Large.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Karakasa Kozo

These silly looking yōkai are transformations of Chinese-style oiled-paper umbrellas. They have a single large eye, a long, protruding tongue, and either one or two legs upon which they hop around wildly.

Karakasa kozō are not particularly fearsome as far as yōkai go. Their favorite method of surprising humans is to sneak up on them and deliver a large, oily lick with their enormous tongues—which may be traumatic even though it isn’t dangerous. Caution is advised, however. There are other umbrella tsukumogami which are dangerous to humans, and care should be taken not to confuse them with this more playful spirit.

___
> ## Karakasa Kozo
>*Small fiend, any alignment*
> ___
> - **Armor Class** 12
> - **Hit Points** 10 (3d6)
> - **Speed** 25 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|14 (+2)|10 (+0)|8 (-1)|12 (+1)|14 (+2)|
>___
> - **Skills** Perception +3, Stealth +3
> - **Senses** darkvision 60 ft., passive Perception 13
> - **Languages** Abyssal, Common
> - **Challenge** 1/2 (100 XP XP)
> ___
>
> ***False Appearance.*** While it remains motionless, the karakasa kozo is indistinguishable from a normal umbrella.
>
> ***Terrifying Lick.*** If the karakasa kozo has surprised any creatures in the first round of combat it gains advantage on its attack rolls against them for that round. If a creature is struck by the karakasa kozo's lick, it must succeed on a DC 12 Wisdom saving throw or fall prone and be frightened of the karakasa kozo. If the save fails by 5 or more the creature takes an additional 4 (1d8) psychic damage.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit* 4 (1d4 + 2) piercing damage.
>
> ***Lick.*** *Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit* 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage. Alternatively the karakasa kozo can choose to deal no damage and grapple instead, pulling the target 5 feet closer. While grappling in this way the karakasa kozo can't make a bite or lick attack on another target. At the start of the karakasa kozo's turn the grappled creature takes 4 (1d8) acid damage.

<img 
  src='https://cdna.artstation.com/p/assets/images/images/022/141/902/large/ollie-keable-kasa-obake.jpg?1574263730' 
  style='position:absolute; top:250px; right:0px; width:480px' />

<img 
  src='https://i.imgur.com/pEJl0m5.png' 
  style='position:absolute; top:-200px; right:-320px; width:1100px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Kotengu

Kotengu resemble large birds of prey with human-like characteristics. They often wear the robes of the ascetic and mystical hermits called yamabushi, and sometimes carry fine weapons or other items stolen from human homes or temples.

Kotengu behave like savage monsters. They live solitary lives, but on rare occasions band together or with other yōkai to accomplish their goals. They accumulate hoards. Kotengu collect and trade trinkets and valuable magical items. When angered they throw tantrums and go on destructive rampages, taking out their anger on anything near them.

***Evil to the Core.*** Kotengu have little respect for humans. They feast on human flesh, and commit rape, torture, and murder for fun. Some of their favorite games are abducting people to drop them from great heights deep into the woods, or tying children to the tops of trees so all can hear their screams but none can reach them. Kotengu kidnap people and force them eat feces until they go mad. They especially revel in sacrilege. They torment monks and nuns, rob temples, and try to seduce clergy.

***Shiny!*** Kotengu’s greatest weakness is overconfidence. There are countless folk stories about kotengu being duped into trading powerful magical items or giving up valuable information in exchange for worthless trinkets. Foolish kotengu overestimate their own intelligence when trying to trick humans, and end up being tricked themselves.

> ##### Katanas
> A katana is a versatile martial weapon with the finesse trait, it deals 1d8 slashing damage when used with one hand and 1d10 when used with two hands.
>
> ##### Tengu Misfortune Variant
>
> A few things you can add to make Tengu's Misfortune a little more debilitating is to make it only curable through killing the kotengu that inflicted it or not occur if the kotengu is killed. This would make the kotengu apt to return for creature's under its influence rather than duke it out in one outing. Alternatively, make up some curses! Yokai.com has several instances of Tengu misfortune that you can tailor to player's or make into a table.

___
___
> ## Kotengu
>*Medium fiend, any evil alignment*
> ___
> - **Armor Class** 17 (natural armor)
> - **Hit Points** 90 (12d8 + 36)
> - **Speed** 30 ft., fly 50 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|18 (+4)|16 (+3)|10 (+0)|8 (-1)|17 (+3)|
>___
> - **Saving Throws** Str +6, Dex +7, Wis +2
> - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Skills** Athletics +6, Deception +6, Perception +5, Stealth +7
> - **Senses** darkvision 120 ft., passive Perception 15
> - **Languages** Abyssal, Common
> - **Challenge** 7 (2,900 XP XP)
> ___
>
> ***Brave.*** The kotengu has advantage on saving throws against being frightened.
>
> ***Dive Attack.*** If the kotengu is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
>
> ***Innate Spellcasting.*** The kotengu's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The kotengu can innately cast the following spells, requiring no material components.
>
> At will: *create bonfire, firebolt, gust*
>
> 2/day each: *burning hands, catapult, dust devil*
>
> 1/day each: *disguise self, sleep, scorching ray, warding wind* 
>
> 1/day: *counterspell, dispel magic, fear*
>
> ***Tengu Misfortune.*** During a creature's next long rest, if it was affected by the kotengu's magic, it rolls a d4. It must succeed on a DC 14 1: Constitution, 2: Intelligence, 3: Wisdom, or 4: Charisma saving throw or be affected by the *bestow curse* spell.
>
> ### Actions
>
> ***Multiattack.*** The kotengu makes three attacks with its katana or longbow, or one with its bite and one with its claws, or if flying, one with its bite and two with its talons.
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 6 (1d4 + 4) piercing damage.
>
> ***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 9 (2d4 + 4) slashing damage.
>
> ***Katana.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage whenm used with two hands.
>
> ***Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit* 8 (1d8 + 4) piercing damage.
>
> ***Talon.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 7 (1d6 + 4) slashing damage.
>
> ### Reactions
> 
> ***Parry.*** The kotengu adds 3 to its AC against one melee attack that would hit it. To do so, the kotengu must see the attacker and be wielding a melee weapon.
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Daitengu

Daitengu are much larger and more imposing than kotengu. They appear in a more human-like form; usually that of a man dressed in the robes of an ascetic monk, with a red face, an incredibly long and phallic nose (the longer the nose, the more powerful the tengu). Large, feathered wings sprout from their backs. Only rarely do they appear in the more primitive avian form of the lesser tengu.

***Mountain Wisdom.*** Daitengu live solitary lives on remote mountaintops, far removed from humanity. Their lives are spent in thoughtful meditation, intent on perfecting themselves. Daitengu possess greater pride, wisdom, and power than their kotengu cousins, although they can also be just as savage and unpredictable. This savagery combined with intelligence makes daitengu more dangerous. In fact, natural disasters and other great catastrophes are sometimes attributed to the wrath of a powerful daitengu. However, daitengu also possess more self-restraint; there are stories of daitengu giving aid to worthy humans.

***Humanity's Boon.*** While kotengu terrorize people whenever they could, over the centuries daitengu were viewed less as the enemy of mankind and more as a race of god-like sages living deep in the mountains. Daitengu became closely connected with the ascetic mountain religion of Shugendō. The mountain mystics grew close to the tengu, seeking their wisdom and worshiping them as divine beings. It is perhaps through this mystic religion that humankind was eventually able to earn the respect of the tengu. Brave men ventured into the unknown wilds in hopes of gaining some of the tengu’s wisdom. Occasionally, tengu would teach secrets and impart magical knowledge to the worthiest of these men. One of Japan’s most famous warriors, Minamoto no Yoshitsune, is said to have learned swordsmanship from the tengu king Sōjōbō.

<img 
  src='https://cdnb.artstation.com/p/assets/images/images/007/347/833/large/antonio-j-manzanedo-tengu-manzanedo.jpg?1505493542' 
  style='position:absolute; top:0px; right:-200px; width:1100px' />

<img 
  src='https://i.imgur.com/NwecXt3.png' 
  style='position:absolute; top:-190px; right:300px; width:570px' />

<img 
  src='https://i.imgur.com/pEJl0m5.png' 
  style='position:absolute; top:-330px; right:300px; width:800px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page



___
___
> ## Daitengu
>*Large fiend, any alignment*
> ___
> - **Armor Class** 18 (natural armor)
> - **Hit Points** 171 (18d10 + 72)
> - **Speed** 40 ft., fly 90 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|24 (+7)|19 (+4)|16 (+3)|20 (+5)|18 (+4)|
>___
> - **Saving Throws** Str +11, Dex +13, Wis +11, Cha +10
> - **Damage Resistances** bludgeoning, piercing, and slashing that is nonmagical
> - **Skills** Acrobatics +13, Athletics +11, Deception +10, Insight +11, History +9, Perception +11, Stealth +13
> - **Senses** darkvision 120 ft., passive Perception 21
> - **Languages** Abyssal, Common, Giant
> - **Challenge** 17 (18,000 XP XP)
> ___
>
> ***Brave.*** The daitengu has advantage on saving throws against being frightened.
>
> ***Dive Attack.*** If the daitengu is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) damage to the target.
>
> ***Evasion.*** If the daitengu is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
>
> ***Innate Spellcasting.*** The daitengu's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The daitengu can innately cast the following spells, requiring no material components.
>
> At will: *control flames, create bonfire, firebolt, gust, message*
>
> 3/day each: *burning hands, catapult, disguise self, dust devil, fog cloud*
>
> 2/day each: *mind spike, sleep, scorching ray, warding wind* 
>
> 1/day each: *counterspell, dispel magic, fear, fireball, invisibility, stinking cloud*
>
> ***Magic Weapons.*** The daitengu's weapon attacks are magical.
>
> ***Tengu Misfortune.*** During a creature's next long rest, if it was affected by the daitengu's magic, it rolls a d4. It must succeed on a DC 19 1: Constitution, 2: Intelligence, 3: Wisdom, or 4: Charisma saving throw or be affected by the *bestow curse* spell.
>
> ### Actions
>
> ***Multiattack.*** The daitengu makes three attacks using unarmed strike, its curved greatsword, or longbow. It can replace one attack with an unarmed strike.
>
> ***Unarmed Strike.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit* 12 (1d10 + 7) bludgeoning damage. If the target is a creature, the daitengu can choose one of the following additional effects:
>
> * The target must succeed on a DC 21 Strength saving throw or drop one item it is holding (daitengu's choice).
>
> * The target must succeed on a DC 21 Dexterity saving throw or be knocked prone.
>
> * The target must succeed on a DC 21 Constitution saving throw or be stunned until the end of the daitengu's next turn.
>
> ***Curved Greatsword.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit* 21 (4d6 + 7) slashing damage.
>
> ***Longbow.*** *Ranged Weapon Attack:* +13 to hit, range 180/720 ft., one target. *Hit* 16 (2d8 + 7) piercing damage.
>
> ### Legendary Actions
>
> The daitengu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The daitengu regains spent legendary actions at the start of their turn.
>
> ***Strike (Costs 1 Action).*** The daitengu makes an unarmed strike, without any additional effects.
>
> ***Volley (Costs 2 Actions).*** The daitengu makes two attacks with its longbow.
>
> ***Kick of Flight (Costs 2 Actions).*** The daitengu makes an unarmed strike without an extra effect, the target must succeed on a DC 21 Strength saving throw or be knocked 20 feet back and prone, taking an additional 5 (1d10) damage. On a successful save a target takes no extra damage and isn't moved.
>
> ***Unfurling Flight (Costs 2 Actions).*** Creatures within 15 feet of the daitengu must succeed on a DC 21 Constitution saving throw or be blinded until the start of their next turn, the daitengu moves 25 feet vertically.
>
> ***Cast a Spell (Costs 3 Actions).*** The daitengu casts a spell as normal.
>
> ***Sweeping Cleave (Costs 3 Actions).*** The daitengu moves up to its movement speed, without provoking opportunity attacks, creatures within 5 feet of it as it moves must succeed on a DC 21 Dexterity saving throw or take 28 (6d6 + 7) slashing damage and be knocked prone. On a successful save a creature takes half damage.
>

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Tsurube Otoshi

Tsurube otoshi are a gigantic disembodied heads of either a human, a tengu, or an oni. Sometimes they appear wreathed in flames like large fireballs with facial features. Spending most of their lives high in the trees (preferring pine, kaya, and other conifers for their height), they live deep along paths in the forest, or just outside of town where travelers are likely to pass. Tsurube otoshi range in size from an ordinary human head to up to two meters in diameter.

***Falling Bucket.*** Tsurube otoshi lurk in the treetops late at night and wait for unsuspecting creatures to pass underneath. When they need to feed, they drop quickly to the ground like a stone. This is the reason for its name, which means “falling well bucket.” The goal is to trap and eat an animal, or a human if the head is large enough. Then they slip back into the trees, sometimes singing a monstrous taunt, challenging others to pass underneath. They enjoy this style of killing, letting out a horrible, guffawing laugh as they hunt and devour their prey. When they are not hungry, tsurube otoshi will sometimes drop down and crush people just for fun. They also drop large rocks or even well buckets (they have a sense of humor) on their victims from up high, laughing at the damage they inflict. Travelers passing under tall trees late at night would be wise to keep their heads up. They may be crushed by a falling tsurube otoshi.

Tsurube otoshi encountered in the Kansai region are most often solitary, gargantuan heads. In the Tohoku region, tsurube otoshi are usually encountered in larger groups of slightly smaller heads.

___
___
> ## Tsurube Otoshi
>*Large fiend, chaotic evil*
> ___
> - **Armor Class** 13 (natural armor)
> - **Hit Points** 114 (12d10 + 48)
> - **Speed** 30 ft., fly 30 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|10 (+0)|18 (+4)|10 (+0)|12 (+1)|12 (+1)|
>___
> - **Skills** Athletics +9, Perception +4, Stealth +3
> - **Damage Resistances** Bludgeoning, piercing, and slashing that is nonmagical.
> - **Senses** darkvision 120 ft., passive Perception 14
> - **Languages** Abyssal, Common
> - **Challenge** 7 (2,900 XP XP)
> ___
>
> ***Ambusher.***  In the first round of a combat, the tsurbe otoshi has advantage on attack rolls against any creature it surprised.
>
> ***Rolling Terror.*** If the tsurube otoshi moves 20 feet in a straight line, it can continue moving in a straight line and increases its walking speed to 50 feet until it turns. The tsurube otoshi's walking speed increases by 15 feet to both speeds if it moves downhill. While moving in this way, if the tsurube otoshi hits a creature with a bite attack, it deals an additional 6 (1d12) piercing damage, and instead knocks the target prone rather than grappling.
>
> ### Actions
>
> ***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 25 (3d12 + 6) piercing damage. On hit the target must succeed on a DC 17 Strength or Dexterity saving throw or be grappled by the tsurube otoshi. While grappling in this way the tsurube otoshi cannot bite another target.
>
> ***Crush.*** The tsurube otoshi drops from whatever height it is currently at. Creatures in its space when it lands must succeed on a DC 17 Dexterity saving throw or take 16 (3d10) bludgeoning damage plus an additional 1d6 per 10 feet the tsurube otoshi fell, (up to 20d6) and be knocked prone beneath the tsurube otoshi.
>
> ***Swallow.*** The tsurube otoshi makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the tsurube otoshi, and it takes 10 (3d6) acid damage at the start of each of the tsurube otoshi's turns. If the tsurube otoshi takes 15 damage or more on a single turn from a creature inside it, the oni must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the tsurube otoshi. If the tsurube otoshi dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. 

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

#### Tanuki

The tanuki rivals the kitsune for the most well-known animal yōkai. Sometimes called a raccoon dog in English, the tanuki is in fact a unique species of East Asian canine that resembles a badger or a raccoon. These shy, nocturnal animals can be found on all of the Japanese isles. Tanuki statues are popular decorations in homes and shops. They are beloved not only for their cuteness, but also for the tales of mischief and trickery associated with them.

***Arcane Tricksters.*** Tanuki possesses powerful magical abilities. They are similar to kitsune in their superb ability to change shape. Tanuki have a jovial nature, and delight in playing tricks on humans.

Aside from their powerful ability to change their shape, perhaps the most famous attribute that tanuki possess is their massive, malleable, magical testicles which they can adapt to any need. Their testicles can be used as weapons, drums, fans to keep cool, fishing nets—even umbrellas. Often, tanuki incorporate their testicles into their disguises: the tanuki becoming a shopkeeper and its testicles transforming into the shop; or perhaps a palanquin complete with servants to cart the tanuki from place to place.

> ##### Other Animal Yokai & Creatures
> As mentioned on the **Bakeneko** page, that statblock can be used to represent other animal creatures, a modified Tanuki statblock can also be used to represent stronger animal creatures, such as the mentioned Kitsune.

```
```

***Lost Status.*** In the ancient religions of the Japanese isles, tanuki were considered gods and rulers over all things in nature. With the introduction of Buddhism, they gradually lost their status. Like other magical animals, they took on the roles of messengers of the gods and guardians of local areas. While tanuki are not generally feared or considered malicious, they are not entirely harmless either. Like humans, each one is a unique individual. While many tanuki are jovial do-gooders who love the company of humans, some local tales tell of horrible tanuki who snatch humans to eat, or spirit them away to become servants of the gods.

***In Plain Sight.*** The most intelligent and magically adept tanuki have been known to adopt human names and practices, such as gambling, drinking, even administration and religious activities. Many go through their whole lives living among humans without ever being detected. In human form, tanuki have proven to be as corruptible as the humans they emulate. Some tanuki have well-earned reputations as thieves, drunkards, liars, and cheats.

Additionally, many use their shape-shifting powers to transform into stones, trees, statues, and even ordinary household items in order to play tricks on people. Some even transform into giants and horrible monsters—either to terrorize humans for pleasure, or to scare them away from places they shouldn’t be.

<img 
  src='https://cdna.artstation.com/p/assets/images/images/011/165/592/large/vladislav-ogorodnyk-ok-ltsgo7.jpg?1528177531' 
  style='position:absolute; top:520px; right:0px; width:816px' />

<img 
  src='https://i.imgur.com/cPPYV7h.png' 
  style='position:absolute; top:-240px; right:0px; width:816px' />

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>

\page

___
___
> ## Tanuki
>*Medium monstrosity, any alignment*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 114 (12d8 + 60)
> - **Speed** 40 ft., climb 40 ft. 
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|18 (+4)|20 (+5)|14 (+2)|23 (+6)|18 (+4)|
>___
> - **Saving Throws** Str +7, Dex +7, Con +8,Int +5, Wis +9, Cha +7
> - **Damage Resistances** bludgeoning, piercing, and slashing that is nonmagical 
> - **Skills** Acrobatics +7, Athletics +7, Deception +7, Insight +9, Sleight of Hand +7, Stealth +7
> - **Senses** darkvision 120 ft., passive Perception 16
> - **Languages** Celestial, Common
> - **Challenge** 7 (2,900 XP XP)
> ___
>
> ***Alter Self.*** The tanuki uses *alter self*, albeit the casting time varies and the spell can fulfill greater needs, such as the tanuki creating a small shop or throne. If the tanuki alters itself to create something Small, the casting time is 1 action, if Medium, the casting time is 10 minutes, if Large, 10 minutes, if Huge, 1 hour. This doesn't allow for weapon creation or alternative damage dealing effects beyond the spell's normal scope, albeit the tanuki's natural weapon attacks can override this in some cases.
>
> ***Cunning Action (1/Turn).*** As a bonus action, the tanuki can take the Dash, Disengage, or Dodge action.
>
> ***Innate Spellcasting.*** The tanuki's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The tanuki can innately cast the following spells, requiring no material components.
>
> At will: *disguise self, gust, jump* (self only), *minor illusion, prestidigitation*
>
> 3/day each: *catapult, charm person, silent image*
>
> 2/day each: *gust of wind, invisibility, misty step, shatter* 
>
> 1/day each: *blink, counterspell, haste* (self only), *hold person, major image phantasmal force, see invisibility, *
>
> ### Actions
>
> ***Multiattack.*** The Tanuki makes three melee attacks using its unarmed strikes, or two with its malleable weapon.
>
> ***Change Shape.*** The tanuki magically polymorphs into a Small or Medium Beast, Humanoid, Monstrosity or back into its true form. Other than its size, its statistics are the same in each form. If the tanuki dies, it reverts to its true form.
>
> ***Malleable Weapon.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit* 11 (2d6 + 4) bludgeoning damage.
>
> ***Unarmed Strike.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit* 8 (1d8 + 4) bludgeoning or slashing damage. If the target is a creature, the daitengu can choose one of the following additional effects:
>
> * The target must succeed on a DC 15 Strength saving throw or drop one item it is holding (tanuki's choice).
>
> * The target must succeed on a DC 15 Dexterity saving throw or be knocked prone.
>
> * The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the tanuki's next turn.
>
> * The tanuki instead deals no damage and grapples the target instead.

<div class='pageNumber auto'></div>
<div class='footnote'>**By Fibbity**</div>