Summon Legendary Yokai
Summon Legendary Yokai
9-level Conjuration
Emperor Sutoku CR: 3
STR
12 +1
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
20 +5
CHA
18 +4
Emperor Sutoku uses your spellcasting modifier and spell save DC
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
Gashadokuro CR: 3
STR
20 +5
DEX
14 +2
CON
18 +4
INT
8 -1
WIS
12 +1
CHA
12 +1
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.
Higanbana CR: 3
STR
8 -1
DEX
12 +1
CON
16 +3
INT
22 +6
WIS
16 +3
CHA
14 +2
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.
Okiku CR: 3
STR
8 -1
DEX
16 +3
CON
20 +5
INT
12 +1
WIS
18 +4
CHA
18 +4
Okiku uses your spellcasting modifier and spell save DC
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
Shuten Doji CR: 3
STR
20 +5
DEX
18 +4
CON
24 +7
INT
8 -1
WIS
8 -1
CHA
16 +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
Tamamo no Mae CR: 3
STR
10 +0
DEX
14 +2
CON
14 +2
INT
18 +4
WIS
18 +4
CHA
20 +5
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
Kiyohime CR: 3
STR
16 +3
DEX
20 +5
CON
18 +4
INT
12 +1
WIS
14 +2
CHA
12 +1
Kiyohime uses your spellcasting modifier and spell save DC
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
STR
16 +3
DEX
16 +3
CON
18 +4
INT
18 +4
WIS
16 +3
CHA
20 +5
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
Otakemaru CR: 3
STR
20 +5
DEX
18 +4
CON
20 +5
INT
12 +1
WIS
16 +3
CHA
10 +0
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
Oyuki CR: 3
STR
12 +1
DEX
14 +2
CON
20 +5
INT
14 +2
WIS
16 +3
CHA
20 +5
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
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