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Summon Legendary Yokai

Summon Legendary Yokai

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 hour
You call forth a legendary yokai who will offer you a fraction of their power. Most of these are specific individuals who will carry their personalities and histories with them in their service to you. The selected yokai manifests in an unoccupied space that you can see within range. When you cast this spell, choose a specific legendary yokai. The yokai disappears when it drops to 0 hit points or when the spell ends.   The yokai is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it will act in a way specific to each legendary yokai, specific in their descriptions.  

Emperor Sutoku CR: 3

Medium ,
Armor Class: 16
Hit Points: 100
Speed: 30 ft , fly: 60 ft

STR

12 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

20 +5

CHA

18 +4

Saving Throws: WIS +10, CHA +9
Skills: Arcana +7, Nature +7, Religion +7, Animal Handling +10
Senses: Darkvision
Challenge Rating: 3

Emperor Sutoku uses your spellcasting modifier and spell save DC

At will: Druidcraft, Shape Water, Mold Earth, Thunderclap


Speak with animals - Is constantly under the effect of Speak with Animals   Tengu Wings - The Tengu gains a flying speed of 60

Actions

Feather fan - Allows the casting of Gust of Wind without the need for concentration checks or taking up a concentration slot. After its initial casting, Emperor Sutoku can maintain it indefinitely. Failed saves also result in 2d6 bludgeoning damage

Bonus Actions

Warding Wind

A former emperor who was tricked and disgraced in life by the imperial court, and in death his anger transformed him into a great and powerful Tengu.
 

Gashadokuro CR: 3

Huge ,
Armor Class: 18
Hit Points: 150
Speed: 40 ft

STR

20 +5

DEX

14 +2

CON

18 +4

INT

8 -1

WIS

12 +1

CHA

12 +1

Saving Throws: STR +10, CON +9
Skills: Athletics +10, Intimidation +6
Senses: Darkvision
Challenge Rating: 3

The Gashadokuro uses your spellcasting modifier and spell save DC


Still Invisibility - If The Gashadokuro remains still for 10 seconds, it becomes invisible. The effect ends once the Gashadokuro moves

Actions

Multiattack - The Gashadokuro makes two attacks, one with Bite, and one with Crush   Bite - + your spell modifier to hit, 3d10+5 piercing. On a hit, the gashadokuro is able to use the blood to heal 5 points   Crush - + your spell modifier to hit, 5d6+5 bludgeoning. One a hit the Gashadokuro can make a contesting athletics check with the traget to grapple them.

A skeleton made of unburied or cremated bones of people that coaless into a giant wrathful skeleton that feeds on the blood of humans. Its insurmountable size and strength now bends to your will.
 

Higanbana CR: 3

Medium ,
Armor Class: 16
Hit Points: 100
Speed: , can hover

STR

8 -1

DEX

12 +1

CON

16 +3

INT

22 +6

WIS

16 +3

CHA

14 +2

Saving Throws: INT +11, WIS +8
Skills: Arcana +8, History +11, Insight +8, Investigation +11, Religion +11
Senses: Darkvision
Challenge Rating: 3

Higanbana uses your spellcasting modifier and spell save DC


Death Grove - within a 15 foot radius around Higanbana becomes bathed in red spider lilies. Enemies within this zone automatically take 1d6 necrotic damage at the end of Higanbana's turn

Actions

Death Ofuda - Higanabana throws a barrage of ofuda imbued with dark shinigami power. + your spell modifier to hit, 6d10+5 necrotic, 60 feet

Bonus Actions

Consume Soul - Higanbana can consume the soul of a creature that has died within the last minute. These souls can be saved up until the creature takes a long rest. One soul allows Higanbana to replenish a cast thrice per day spell, three souls for a twice per day spell, and six souls for a once per day spell.

Higanbana is a a stoic and reserved shinigami of great power. She takes her role of extinguishing life with the cold efficiency of an administrator. Her razor sharp mind allows her to analyze the best course of action for any situation, and her ample catalogue of abilities from her active pursuit of learning has forged her into a fiercesome dispenser of death. Her grim abilities are at your disposal.
 

Okiku CR: 3

Medium ,
Armor Class:
Hit Points: 100
Speed: , can hover

STR

8 -1

DEX

16 +3

CON

20 +5

INT

12 +1

WIS

18 +4

CHA

18 +4

Saving Throws: WIS +10, DEX +8
Skills: Intimidation +9, Sleight of Hand +8, Stealth +8
Damage Resistances: cold, necrotic, poison
Condition Immunities: Grappled, Restrained
Senses: Darkvision, Truesight, spirit vision (able to see between the barrier between the material and spirit worlds)
Challenge Rating: 3

Okiku uses your spellcasting modifier and spell save DC

1/day: Harm, Eyebite


Levitate - Okiku can levitate up to 30 feet off the ground at a speed of 60   Ethreal - Okiku can move freely through walls, floors, ceilings, and other solid objects, and ignores rough terrain. If she finishes her turn in a solid object she is pushed back to her nearest unoccupied space and takes 2d10 force damage.

Actions

Possession - One humanoid that Okiku can see within 5 ft. of you must succeed on a DC 13 Charisma saving throw or be possessed by Okiku; she then disappears, and the target is incapacitated and loses control of its body. Okiku now controls the body but dont deprive the target of awareness. Okiku can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Okiku otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, Okiku ends it as a bonus action, or she is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Okiku reappears in an unoccupied space within 5 ft. of the body. The target is immune to Possession for 24 hours after succeeding on the saving throw or after the possession ends   Wail of Lamentation - As an action Okiku lets out a bloodcurdling scream. Everyone in a 30 foot radius must make a your spell save DC wisdom save. On a failure they will take 3d10 psychic damage, or half of that on a failure.

Bonus Actions

(3) Persistant Haunting - Cast False Life as a bonus action

Reactions

(3) Spectral Defense - As a reaction Okiku can impose a reroll on attacks against her that she can see

Okiku was a beautiful servant at Himeji castle. She refused the repeated advances of one of the castle retainers, and was beaten to death, and fell into the castle well. From then on her vengeful ghost haunted the castle, letting out bloodcurdling screams. Okiku's restless spirit and ghostly powers are yours to turn against your enemies.
 

Shuten Doji CR: 3

Large ,
Armor Class: 19
Hit Points: 150
Speed: 40 ft

STR

20 +5

DEX

18 +4

CON

24 +7

INT

8 -1

WIS

8 -1

CHA

16 +3

Saving Throws: STR +10, CON +12
Skills: Athletics +10, Intimidation +8
Senses: Darkvision
Challenge Rating: 3

Shuten Doji uses your spellcasting modifier and spell save DC


Ogre Appetite - Shuten Doji can spend an action to eat the body of a human or equivalent animal to regain one use of Intoxication for a maximum of three.

Actions

Multiattack - Shuten Doji makes 3 attacks, two with his kanabo, and one with either slam or reckless swinging   Kanabo - + your spell modifier to hit, 4d8+5 bludgeoning, reach   Kanabo Slam - Shuten Dojin slams his Kanabo to the ground causing everyone in a 15 foot 45 degree cone to make your spell save DC dex save. On a failure they will take 2d8 bludgeoning, or half of that on a success   Kanabo Reckless Swinging - Shuten Dojin begins spinging and wildly swinging his kanabo. Everyone in a 10 foot radius must make your spell save DC dex save. On a failure they will take 2d8 bludgeoning, or half of that on a success

Bonus Actions

(3) Intoxication - Shuten Doji can take a swig of alcohol and gain resistance to bludgeoning, slashing, and piercing damage until the start of his next turn

Shuten Doji was a boy of supernatural strength, but one of low character. He shirked the rules and virtues of society and became orphaned and resented as a result. He grew up, taking on a more monsterous form of a large red Oni. He gathered a formidable band of onis and other yokai with which he terrorized the capital of Kyoto, eventually hoping to capture the city, and crown himself as emperor. The legendary and formidable strength of Shuten Doji is now yours to use as you will.
 

Tamamo no Mae CR: 3

Medium ,
Armor Class: 16
Hit Points: 100
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

14 +2

INT

18 +4

WIS

18 +4

CHA

20 +5

Saving Throws: WIS +9, CHA +10
Skills: Arcana +9, Deception +10, Performance +10, Persuasion +10
Condition Immunities: Charmed
Senses: Darkvision
Challenge Rating: 3

Tamamo no Mae uses your spellcasting modifier and spell save DC


Fox Form - As an action Tamamo no Mae can transform into a large and powerful fox form with the stats of a Dire Wolf. She remains in this form until she chooses to revert or runs out of hitpoints. Excess damage carries over into her normal form after the fox form is diminished of health. The ability can be used once per long rest.   Shapeshifter - Tamamo no Mae can true shapeshift to any humanoid of normal human size. She retains her normal stats, but takes on the actual physcial characteristics and voice of the one she is immitating.

Actions

9 Hitodama - Tamamo no Mae has a firey spiritual orb that floats at the end of each of her tails. Each one can be luanched at an enemy as an action. Once they are depleted they don't return until after a long rest. + your spell modifier to hit, 4d10+5 force, 40 feet

A cunning and underhanded 9 tailed Kitsune. The ancient Tamamo no Mae uses her trickster wit and powerful magic to charm her way into the inner sanctums of political courts from China, to India, to Japan. Her hunger for power, bewitchment of rulers, and penchant for sadism forced her to flee these places in search of new hosts to drain of power. In the court of the Japanese emperor, Tamamo no Mae slowly sucked the life out of him, and the sorcerer Abe no Yasunari uncovered her true nature and the forces of the emperor defeated her. Now her charm and trickery can be yours to harness against your enemies.
 

Kiyohime CR: 3

Large ,
Armor Class: 16
Hit Points: 120
Speed: 60 ft

STR

16 +3

DEX

20 +5

CON

18 +4

INT

12 +1

WIS

14 +2

CHA

12 +1

Saving Throws: DEX +9, CON +8
Skills: Athletics +7, Acrobatics +9,
Damage Resistances: fire
Senses: Darkvision
Challenge Rating: 3

Kiyohime uses your spellcasting modifier and spell save DC

3/day: Continual Flame, Flaming Sphere, Scorching Ray


Fire Resistance Aura - Any allies within 10 feet of Kiyohime gain resistance to fire damage

Actions

Multiattack - Kiyohime makes two attacks, one with tail whip, and one spell   Tail Whip - +9 to hit, 2d8+5 bludgeoning, reach. On a hit Kiyohime can use her bonus action to impose a contesting athletics check against the target. On a success, Kiyohime will grapple the target

Bonus Actions

Dragon Demon's Wrath - Kiyohime can mark a target to incur her wrath. Kiyohime can add 1d6 to any damage she makes against her marked target

Reactions

Burning Skin - When hit with a melee attack, Kiyohime can use her reaction to deal 2d6 fire damage to the one who attacked her

 

Momiji CR: 3

Large ,
Armor Class: 17
Hit Points: 120
Speed: 40 ft

STR

16 +3

DEX

16 +3

CON

18 +4

INT

18 +4

WIS

16 +3

CHA

20 +5

Saving Throws: INT +8, CHA +9
Skills: Perception +7, Deception +9, Performance +9
Senses: Darkvision
Challenge Rating: 3

Momiji uses your spellcasting modifier and spell save DC


Size control - Momiji can change ser size from tiny to large at will.   Deceptive Beauty - Momiji can change between an oni form and human form at will. Her beauty and charm allows her advantage in both deception and performance checks.

Actions

Multiattack - Momiji makes one attack with Flurry of Maple Leaves, casts one spell, and creates one shadow clone   Flurry of Maple Leaves - A blast of razor sharp maple leaves sweeps through an area. Your spell save DC Dex save, 45 degree 30 foot cone. On a failure the target takes 3d10 slashing. On a success the target takes half of that   Shadow Clone - Momiji creates a shadow clone that is indistinguishable from her, but is unable to effect anything, and only has 1 hitpoint. In order to determine if the shadow clone is real, it must take damage and dissapate, or the person trying to inquire which one is real must make an insight check competing with your spell save DC. If an attack is made against one of the Momijis without confirming if its a clone or not, a 1d4 will be rolled. 1 and 2 means it is a clone, 3 and 4 mean its an original

Bonus Actions

Relocate - Momiji can dissapear in a flurry of maple leaves and reappear in a place within 30 feet

Reactions

Poor Choice - If an attack is made against a shadow clone instead of the original, including area of effect attacks (unless they also effect the original momji as well), then Momiji can use her reaction to make an attack by throwing razor sharp maple leaves at the one who dealt the damage. +9 to hit, 2d6+5 slashing, 30/120

A cunning female Oni that lives on a mountain bewitching and terrorizing the surrounding inhabitants using powerful illusions
 

Otakemaru CR: 3

Large ,
Armor Class: 18
Hit Points: 120
Speed: 40 ft

STR

20 +5

DEX

18 +4

CON

20 +5

INT

12 +1

WIS

16 +3

CHA

10 +0

Saving Throws: STR +9, CON +9
Skills: Athletics +9, Intimidation +4
Damage Resistances: lightning, thunder
Senses: Darkvision
Challenge Rating: 3

Otakemaru uses your spellcasting modifier and spell save DC


Split - Upon reaching zero hitpoints, Otakemaru will split into 4 medium sized versions of himself, each with 15 AC, 15 hitpoints, and having one attack: +7 to hit, 1d6+3 slashing, melee   Storm - Otakemaru can summon a storm in a 500 foot radius around him, causing rain to appear. It takes 1 minute for this storm to materialize or dematerialize

Actions

Multiattack - Otakemaru makes two attacks with his nodachi, and casts one spell   Giant Nodachi - +9 to hit, 2d10+5 slashing, 15 foot reach

A large Oni who does as he pleases, and can control storms and the weather around him to bring misery upon all those who would challenge him.
 

Oyuki CR: 3

Medium ,
Armor Class: 16
Hit Points: 100
Speed: 40 ft

STR

12 +1

DEX

14 +2

CON

20 +5

INT

14 +2

WIS

16 +3

CHA

20 +5

Saving Throws: CON +9, CHA +9
Skills: Stealth +6, Perception +7, Survival +7, Persuasion +9
Damage Resistances: cold
Senses: Darkvision
Challenge Rating: 3

Oyuki uses your spellcasting modifier and spell save DC


Preffered Terrain - Can sense the presence of any creature and their location within one mile, so long as they are within a snowy or icey enviroment   Levitation - Oyuki can hover up to 30 feet above the ground, and can move within that space at will

Actions

Multiattack - Oyuki makes one Kiss of Death, and casts one spell   Kiss of Death - Oyuki blows an icy cold kiss at a target. +9 to hit, 2d8+5 cold, 30/90. Targets hit by the kiss must beat your spell save DC Con save or have disadvantage on all dex based attack rolls, saves, and checks, and have their movement reduced by 10 till the end of their next turn

Bonus Actions

Energy Drain - Oyuki tries to grasp their target to drain their energy. +9 to hit, 1d6+5 cold, melee. All damage taken by the target heals Oyuki   Move through Snow - If the Yuki Onna is standing on snow, they can use their bonus action to misty step through the snow to another point of snow within 30 feet

Reactions

Chilling Aura - When a melee attack is made against Oyuki, she can use a reaction to roll a 1d6 and on a 5 or 6 the attack which would otherwise hit, is lost in a cold flurry of snow and wind, and fails to hit

The strongest of Yuki Onna, Oyuki's power over the cold is unparalleled
Available for: Wizard

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