The Year of Yokai!


Homebrew and House Rules

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So, I love monsters. I got at far as I did in RPG Superstar by virtue of the caliban. I did a bunch of Libris Mortis conversions, although real life has forced that thread to go fallow (one of these days...). I even founded a small-press company, Demiurge Press, in order to showcase some of my original creations. But I felt like I needed a project on the boards to show off some originality.

Enter the Year of Yokai.

52 weeks. One creature drawn from Japanese myth and legend each week. All free. All here.

Let's get started, shall we? We'll begin with one that I've heard plenty of cry for on the boards over the years. I've got the next couple planned out, but if anyone out there has a request of something they really want to see, I'll see if I can make it happen.

Kamaitachi

A weasel-like creature weaves through the air at incredible speed. Its legs end not in paws, but in long bone sickles.

Kamaitachi statistics:

Kamaitachi CR 4
XP 1,200

CE Small magical beast
Init +5; Senses darkvision 60 ft., Perception +6
Defense
AC 17, flat-footed 12, touch 16 (+1 size, +5 Dex, +1 natural)
hp 33 (6d10)
Fort +5, Ref +10, Will +3
Defensive Abilities wind warp
Offense
Speed 10 ft., climb 10 ft., fly 90 ft. (good)
Melee 2 claws +12 (1d6+1 plus pain) or slam +12 (1d4+1 plus trip)
Spell-like Abilities CL 4th, concentration +5
3/day—cure light wounds (DC 12)
Statistics
Str 13, Dex 20, Con 11, Int 4, Wis 13, Cha 12
Base Atk +6; CMB +10; CMD 21 (25 vs. trip)
Feats Agile Maneuvers, Flyby Attack, Weapon Finesse
Skills Climb +9, Fly +16, Perception +6, Stealth +14
SQ flight
Ecology
Environment temperate forests
Organization solitary, trio (3) or flight (5-9)
Treasure incidental
Special Abilities
Flight (Su) A kamaitachi’s flight is magical in nature.
Pain (Ex) The shallow, precise cuts inflicted by a kamaitachi are immensely painful. Any creature injured by a kamaitachi’s claws must succeed a DC 13 Fortitude save or suffer a -1 penalty to AC and attack rolls for one minute. Attacks from additional kamaitachi cause the penalties to stack and extend until one minute after the last attack. The save DC is Constitution based.
Wind Warp (Su) A kamaitachi gains the benefits of a displacement spell any round in which it moves 30 feet or more. A true seeing spell negates this miss chance.

Also referred to as “sickle weasels”, kamaitachi are sadistic monsters that delight in causing suffering. There is no game a kamaitachi prefers than making hit-and-run attacks on a hapless passerby, leaving shallow and incredibly painful cuts in their wake. Kamaitachi are gregarious creatures and often participate in these revels in gangs of three—one to knock a victim to the ground, one to slice the prone victim and the third to heal the wound to make sure the toy doesn’t die from the attention. Kamaitachi prefer to strike against lone targets and avoid those that are armed and armored. Sickle weasels are oddly superstitious creatures and dislike even numbers—if a single kamaitachi from a trio is slain, the other two will not stop until they have recruited a third to fill their ranks.

They spend most of their lives in the air, landing only occasionally to sleep or when feeding. Kamaitachi are carnivores that prey on small birds and rodents, although if they accidentally cause the death of a victim they will not hesitate to feed on the corpse. Their trios are not segregated by sex, and many kamaitachi matings are between playmates. Kamaitachi are vaguely intelligent, although they do not speak any languages. A kamaitachi could be taught to understand speech, but doing so would be a dangerous errand indeed.


Dot for great interest =)


Pathfinder Adventure Path Subscriber

I'm looking forward to the next 51 weeks! Great work!


Ahh. Memories....


Rite Publishing did a Kama-itachi as an encounter in the 2nd module of the Curse of the Golden Spear trilogy, Dim Spirit to the Kaidan, the setting of Japanese horror (PFRPG), created in 2010. Here's an awesome pencil illustration by Mark Hyzer for the creature. It is completely statted up in the appendix of that adventure. Plus sometime in 2014 we'll be doing a Kaidan bestiary with probably close to 100+ Japanese yokai, oni and yurei.

Dark Archive

I love the yuki-onna, but that one's been done several times. I wonder if it's at all possible to come up with a mechanically interesting take on the child-bearing ghost legend? I'm not sure how it would lend itself to an encounter, particularly relevant to a party of PCs, but that could just be a failure of imagination on my part.


Yuki-onna is here, as part of the free PDF download one-shot (perfect for Halloween), Frozen Wind.

Scarab Sages

Ooh, this looks interesting.
Maybe I should put this dot on it.


Awright!


Dot!


Make sure you do all the charming creatures from the Great Yokai War! The thigh biter, the bean counter, and the giant, floating, head.

RPG Superstar 2013 Top 8

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Sadly, I haven't gotten a chance to watch the Great Yokai War. Definitely something to pursue this year.

Yokai Number 2 is also a bit of a classic, and one that I've seen a few variations of crop up on the boards over the years. Next week, though, we're going to get weird.

Nekomata

This creature resembles nothing so much as a cat the size of a man. Its forked tail flicks behind it as if in agitation as it rears up on its hind legs.

Nekomata statistics:

Nekomata CR 8
XP 4,800

NE Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, Perception +12, scent
Defense
AC 22, touch 15, flat-footed 17 (+5 Dex, +7 natural)
hp 95 (10d10+40)
Fort +11, Ref +12, Will +7
Defensive Abilities evasion; Immune poison; Resist fire 10
Offense
Speed 40 ft., fly 60 ft (good).
Melee bite +15 (1d8+3), 2 claws +15 (1d6+3)
Special Attacks invest corpse, pounce
Spell-like Abilties CL 10th, concentration +13 (+17 casting defensively)
Constant—fly
At will—command undead (DC 15), dancing lights, death knell (DC 15), ghost sound (DC 13), pyrotechnics (DC 15)
3/day—empowered flaming sphere (DC 15)
1/day—fear (DC 17), fireball (DC 16)
Statistics
Str 17, Dex 20, Con 19, Int 16, Wis 15, Cha 16
Base Atk +10; CMB +13; CMD 28
Feats Combat Casting, Empower Spell-like Ability (flaming sphere), Iron Will, Persuasive, Weapon Finesse
Skills Acrobatics +15 (+19 when jumping), Bluff +10, Diplomacy +12, Disguise +10 (+18 while using change shape ability), Fly +10, Intimidate +12, Perception +12, Stealth +15
Languages Common, Infernal, Sylvan
SQ change shape (any feline animal or humanoid, beast form II or alter self), perfect copy
Ecology
Environment temperate hills or urban
Organization solitary, pair or host (1-2 plus 1-4 wights)
Treasure standard
Special Abilities
Invest Corpse (Su) As a full-round action, a nekomata can touch an adjacent humanoid corpse and transform it into a wight under its control. Doing so deals 1 temporary negative level to the nekomata that remains as long as the wight remains in existence. Wights created by this ability do not gain the create spawn ability. A nekomata can destroy one of the wights it created as a standard action if the wight is within 30 feet.
Perfect Copy (Su) A nekomata can assume the appearance of specific individuals when it uses its change shape ability.

Nekomata are gluttonous and indolent cat-like creatures that use their shapeshifting abilities to live like parasites on human societies. Although they are more than capable hunters, they much prefer to disguise themselves as common household cats and allow themselves to be pampered by pet-owners. Once bored with the easy life, they kill their owners and masquerade as them, devouring as much as they can before being discovered or moving on. Nekomata can consume their own body weight in a single sitting and have a particular fondness for lamp oil, which affects them as alcohol does humans. Nekomata love fire almost as much as they love food, and may make mischief by starting fires while in disguise.

Nekomata have the eerie ability to raise the dead as intelligent servants. They do this by granting a corpse a part of their own souls, which weakens the nekomata but gives it a loyal companion. Nekomata typically use these thralls as servants to pamper it further, but may send them on missions to gather food or as disposable bodyguards.

In lands where nekomata are active, various superstitions govern cat ownership. Many people believe that ordinary housecats transform into nekomata if mistreated, over-fed or just after a long life-time. Cats with long tails are viewed as especially suspect. A nekomata stands five feet tall when it stands on its hind legs, and weighs two hundred pounds.


Go to The_Great_Yokai_War.

RPG Superstar 2013 Top 8

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I promised something weird for the next yokai, and I'm here to deliver. What's weird in the world of yokai? How about an actual animal?

Giant Hanzaki

This enormous salamander-like creature trots forth on short, thick legs. Its tail is as thick as a tree trunk, and its mouth gapes open to reveal row after row of tiny, sharp teeth.

Giant Hanzaki statistics:

Giant Hanzaki CR 6
XP 2,400

N Huge animal (aquatic)
Init +0; Senses limited blindsense 30 ft., Perception +7, scent
Aura stench (10 ft., DC 17)
Defense
AC 18, touch 9, flat-footed 18 (-2 size, +10 natural)
hp 75 (9d8+36)
Fort +9, Ref +6, Will +6
Weakness near-sighted
Offense
Speed 20 ft., swim 40 ft.
Melee bite +12 (2d6+7 plus grab), tail slap +6 (2d8+3)
Space 15 ft.; Reach 10 ft. (15 ft. with tail slap)
Special Attacks swallow whole (2d6+7 bludgeoning damage, AC 15, 7 hp)
Statistics
Str 25, Dex 11, Con 18, Int 1, Wis 12, Cha 4
Base Atk +6; CMB +15 (+19 grapple); CMD 25 (29 vs. trip)
Feats Improved Bull’s Rush, Iron Will, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Perception +7, Stealth +2, Swim +21; Racial Modifiers +4 Stealth
SQ amphibious
Ecology
Environment cold rivers
Organization solitary
Treasure incidental
Special Abilities
Limited Blindsense (Ex) A giant hanzaki’s blindsense only functions underwater
Near-Sighted (Ex) All creatures more than 30 feet away from a giant hanzaki are treated as having total concealment against it.

The large river salamanders known as hanzaki continue to grow throughout their lifetime. Already the size of a male human at the stage most consider to be their adulthood, they can reach titanic proportions if left undisturbed for centuries. These giant hanzaki continue to live much as their smaller brethren do, preferring only the coldest, clearest mountain streams. Although they rarely interfere in the lives of surface-dwellers, careless fishermen on these rivers sometimes end up inside a giant hanzaki’s stomach. Hanzaki of all sizes are sensitive to pollution, and a giant hanzaki might lash out at communities dumping toxins into their rivers.

Giant hanzakis are oddly vocal for salamanders, communicating with barks, grunts, whines and a call that sounds much like the cry of a baby. When angry or threatened, they exude a milky fluid with a sharp pungent smell. They have a keen sense of smell and the ability to pick up vibrations in the water, which compensates for their very poor eyesight. A giant hanzaki is thirty feet tall and weighs 10 tons. Rumors indicate that they can grow even larger still, but few giant hanzaki live the thousand years needed to reach a truly immense size.

Giant Hanzaki as Animal Companions
Starting Statistics: Size
Medium; Speed 20 ft, swim 40 ft.; AC +5 natural armor; Attack bite (1d6), tail slap (1d8); Ability Scores Str 9, Dex 15, Con 10, Int 1, Wis 12, Cha 4; Special Qualities amphibious
7th-Level Advancement: Size Large, AC +3 natural armor; Attack bite (1d8), tail slap (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities grab, stench.


Dotting for interest


heh this seems quite amazing , will follow from now on.

Ty.

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So today's Paizo blog post spoiled the table of contents for B4, and there's only one Japanese critter in there that was in my list (I think--I'll have to double-check). In the interest of comparison, this week's entry is my take on this particular undead yokai.

Hari-onago

Hari-onago statistics:

This beautiful pale-skinned woman grins playfully behind her well-manicured hand. Her hair is long and flows nearly to the ground, each strand ending in a tiny barb.

Hari-onago CR 2
XP 600

CE Medium undead
Init +2; Senses darkvision 60 ft., Perception +8
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 19 (3d8+6)
Fort +3, Ref +3, Will +5
Immune undead traits
Offense
Speed 30 ft.
Melee 2 claws +4 (1d3+1), hair lash +2 (1d6 plus entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with hair lash)
Statistics
Str 13, Dex 15, Con ̶, Int 12, Wis 14, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Multiattack, Weapon Finesse
Skills Bluff +9, Disguise +12, Perception +8, Sense Motive +8, Stealth +8; Racial Modifiers +4 Bluff, +4 Disguise
Languages Common, Elven
Ecology
Environment urban
Organization solitary, pair or clique (3-6)
Treasure double standard
Special Abilities
Hair Lash (Ex) Any creature struck by a hari-onago’s hair lash becomes entangled and cannot move outside of the hari-onago’s reach. A creature can escape by succeeding a DC 12 Escape Artist check or a DC 16 Strength check as a standard action, but takes 1d6 damage regardless of the check’s success. A hari-onago cannot use its hair lash attack when it has a target entangled, and can only entangle creatures of Large or smaller size. The escape DC is Strength based, and includes a racial +4 bonus for the Strength check DC.


Hari-onago are the undead shades of women whose vanity led to the ruin of their lives and the lives of others. They retain their beauty even in undeath—what signs of decay they express are subtle and typically concealed with makeup and perfumes. Hari-onago are more social than the typical undead creature and live within human societies, the better to attract attention. Hari-onago crave constant flattery and praise and delight in their appearances causing jealousy and infidelity. Those who are foolish enough to succumb to their charms are strung along on promises for months before being brutally slaughtered.

In combat, hari-onago fight with sharpened nails and their deadly barbed hair. This hair is used to ensnare and torment victims. The results of a hari-onago attack are gruesome to behold, and often interpreted as the handiwork of a mortal maniac. Hari-onago are infuriated by laughter, interpreting it as being aimed at them regardless of its true intentions, and may lash out violently at a laughing man regardless of the setting or consequences. Hari-onago sometimes live together and form acting companies, geisha houses or other social groups in which to spin their deceitful webs. These hari-onago publicly act friendly to one another, but scheme constantly to gain an advantage over their “sisters”. A hari-onago conforms to the dimensions of a human woman, and always wears her hair long.


dot. Very nice.


Very cool to hear/hair the Hari-onago made it into the bestiary 4!!

I like your version and the vanity stuff, but CR 2 is a bit low in my opinion. :-p

RPG Superstar 2013 Top 8

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My rationale for a CR 2 hari-onago is as follows: most yokai are spook stories. A person encounters something scary and dangerous, but escapes to tell the tale. A CR 11 hari-onago, like the B4 one, would just butcher any ordinary person they come across.

Anyway, design philosophy aside, it's time for another critter. This is the first oni that I'll be covering in this thread--certainly not the last.

Oni, Hitotsu

Striding forth is an enormous man clad in the robes of a priest with only a single lolling eye in the center of his forehead and elephantine ears. He clutches a staff in one hand and grinds his overlarge teeth in anticipation.

Hitotsu Oni Statistics:

Hitotsu CR 9
XP 6,400

LE Large outsider (giant, native, oni)
Init +6; Senses darkvision 60 ft., low-light vision, Perception +18
Defense
AC 22, touch 13, flat-footed 20 (-1 size, +2 Dex, +6 natural, +4 armor, +1 shield)
hp 126 (11d10+66); regeneration 5 (fire or acid)
Fort +13, Ref +5, Will +11
SR 20
Offense
Speed 40 ft.
Melee masterwork quarterstaff +15/+15/+10/+5 (1d8+6)
Special Attacks channel energy (negative, 6d6, 7/day, DC 19)
Spells CL 11th, concentration +15
Constant—mage armor
At will—darkness, invisibility
1/day—animate dead, charm monster (DC 18), chain lightning (DC 20), divination, phantom palanquin
Statistics
Str 22, Dex 15, Con 22, Int 15, Wis 19, Cha 18
Base Atk +11; CMB +17; CMD 28
Feats Command Undead, Double Slice, Improved Initiative, Selective Channeling, Two-Weapon Defense, Two-Weapon Fighting
Skills Bluff +18, Diplomacy +15, Disguise +18, Intimidate +18, Knowledge (religion) +16, Perception +18, Ride +8, Sense Motive +12, Use Magic Device +18
Languages Common, Giant
SQ change shape (Small, Medium or Large humanoid, alter self or giant form I), flash of ruin
Ecology
Environment temperate forests
Organization solitary or retinue (1 plus 2-5 cyclopes)
Treasure double standard
Special Abilities
Flash of Ruin (Su) Three times per day, a hitotsu may have a burst of destructive insight as a swift action. Any time the hitotsu deals damage until the beginning of its next turn, it can roll damage twice and take the better result.
Phantom Palanquin (Sp) This spell functions as a phantom steed spell, except that the palanquin has 20 hit points + 1 per caster level (or 33 hit points for the average hitotsu) and grants any creature riding it cover.

Much as cyclopes are more mystically inclined than most giants, so too are their oni counterparts. The hitotsu oni are the sages and councilors of the oni race and delight in turning humanoids away from the worship of true gods towards that of the oni. Most hitotsu are skillful religious scholars, all the better to hide their false faith behind a web of lies and half-truths.

In combat, hitotsu prefer to rely on magic than brute force. They are skilled spellcasters and can channel negative energy, blasting foes with waves of destruction. Most hitotsu hide behind layers of bodyguards, trusted servants and undead minions. If forced into a direct confrontation, however, they are skilled in the use of weapons.

Unlike most oni, hitotsu have no desire to rule directly, instead preferring to manipulate events from the shadows disguised as a trusted priest, bureaucrat or functionary. They are equally at home among small or large humanoids, and may even infiltrate multiple communities within a region, enticing giants and humans to clash in a destructive war that leaves no-one the victor save the malicious oni. A hitotsu in its natural form stands twelve feet tall and weighs 2000 pounds.

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There are too many enemy yokai on this list--I think it's time for a potential ally. Although just because it doesn't have an E in its alignment doesn't mean this particular yokai isn't dangerous...

Tesso

This wizened humanoid resembles a cross between an ancient monk and a giant rat. Long yellow incisors peek from between his thin lips, and his ears swivel above a bald pate. His thin naked tail drags on the ground, peering from beneath homespun robes.

Tesso Statistics:

Tesso CR 10
XP 9,600

LN Medium monstrous humanoid
Init +7; Senses darkvision 60 ft., Perception +20, scent
Defense
AC 25, touch 18, flat-footed 17 (+7 Dex, +7 natural, +1 Dodge)
hp 123 (13d10+52)
Fort +8, Ref +15, Will +12
Defensive Abilities evasion
Offense
Speed 40 ft., climb 30 ft.
Melee unarmed strike +20/+15/+10 (2d6+4), bite +15 (1d6+2)
Special Attacks spell sunder
Spell-like Abilities CL 10th, concentration +14
At will—read magic
3/day—summon swarm (rat swarm only)
Statistics
Str 19, Dex 25, Con 18, Int 15, Wis 18, Cha 12
Base Atk +13; CMB +20 (+22 disarm); CMD 35 (37 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Dodge, Improved Disarm, Improved Unarmed Strike (B), Power Attack, Stunning Fist, Weapon Finesse
Skills Acrobatics +20 (+24 jumping), Climb +12, Knowledge (arcana) +15, Knowledge (history) +15, Perception +20, Spellcraft +16, Stealth +23
SQ monastic training, scroll master, swarm form
Ecology
Environment temperate mountains
Organization solitary, pair or dojo (3-6)
Treasure standard
Special Abilities
Monastic Training (Ex) A tesso deals damage with its unarmed strikes as a monk of a level equal to the tesso’s Hit Dice. Monk levels stack with a tesso’s Hit Dice to determine its unarmed strike damage.
Scroll Master (Su) A tesso can use any scroll as if it were a spell on a tesso’s spell list. The DC of any spell a tesso casts from a scroll is determined by its Wisdom modifier and the level of the spell.
Spell Sunder (Su) As a standard action, a tesso can make a single unarmed strike at its highest attack bonus. If this attack hits, it affects the creature struck as a targeted greater dispel magic (CL 13th).
Swarm Form (Su) As a standard action that does not provoke attacks of opportunity, a tesso can discorporate into a swarm of Tiny rats. In this form a tesso drops all of its gear and has a space of 10 feet and a reach of 0 feet. It gains all swarm traits and a swarm attack that deals 3d6 points of damage. It can reform its body as a full-round action as long as it has 1 hit point.

The ascetic humanoids known as tesso consider themselves to be the guardians of magical lore and ancient martial traditions. Their own histories trace their ancestry from a human monk who was so incensed about his poor treatment by a rival monastery that he transformed into a swarm of ravenous rats in order to destroy the libraries of his enemies. Tesso continue this tradition of viewing knowledge as an exclusive commodity; those temples and monasteries whose standards of archiving and maintaining sacred tomes and scrolls fail to meet a tesso’s expectations are likely to fall victim to tesso seeking to either steal or destroy those works.

Tesso maintain their own hidden temples high in the mountains, where they are happy to allow those pilgrims who make the journey to access their lore—for a price, of course. The tesso’s affinity for text extends to magical scrolls, and these are favored payments for use of tesso libraries. Tesso occasionally take humanoid pupils, and the most skilled monks may boast of years spent under the watchful eye of rat-like masters.

A tesso stands nearly five feet tall and is rangy and thin, weighing little more than a hundred pounds. Their lean muscles are as strong as iron and they are remarkably quick despite their apparent decrepitude. Tesso vary in coloration as rats do and grow grey with age. The oldest and most skilled tesso eventually turn pure white. Tesso have life-spans that extend into the centuries.


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Tesso monasteries are often guarded by Ninja Turtles. :)

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Goth Guru wrote:
Tesso monasteries are often guarded by Ninja Turtles. :)

I think you mean ninja kappa.

Lantern Lodge

Pathfinder Adventure Path Subscriber

This is relevant to my interests!

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Kami-kiri

This bizarre little creature is roughly humanoid with a carapace like an insect’s. Its head is fringed with hair and bears a thin beak, and its arms end in scissor-like claws.

Kami-kiri statistics:

Kami-kiri CR ½
XP 200

N Small aberration
Init +1; Senses darkvision 60 ft., Perception +4, smell shapechangers
Defense
AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 natural)
hp 9 (2d8)
Fort +0, Ref +1, Will +3
Offense
Speed 30 ft., climb 20 ft.
Melee 2 claws +2 (1d3)
Statistics
Str 10, Dex 13, Con 11, Int 6, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 11
Feats Stealthy
Skills Acrobatics +5, Climb +8, Escape Artist +7, Perception +4, Stealth +11
Languages Common (cannot speak)
SQ metal claws
Ecology
Environment urban
Organization solitary, pair or nest (3-8)
Treasure half standard
Special Abilities
Metal Claws (Ex) A kami-kiri ignores hardness when attacking objects with a hardness of 5 or less. Objects with a hardness of 6 or higher are treated as having their full hardness against attacks made by a kami-kiri.
Smell Shapechangers (Su) This functions as the scent ability, except that it only functions when used to detect creatures using magic of the polymorph subschool, the change shape special ability or a similar effect to have the shape of a body not their own. This does not detect creatures that have disguised themselves using illusion magic or mundane disguises.

Kami-kiri are strange pests that feed on hair. Members of a household, their pets and livestock are all subject to humiliating attacks—the creature sneaks up on an unsuspecting victim, slices off their hair as close to the roots as it can get, and then makes off with its prize. Most kami-kiri feed mostly on sleeping prey, but especially audacious ones may attack at any time. Kami-kiri are not particularly violent creatures, and are more likely to run than fight back if their feeding activities are responded to with violence.

Kami-kiri have an unusual hatred for shapeshifters of any kind and go out of their way to thwart the efforts of these parasites on mortal society. Since they are relatively weak and cannot speak, however, such actions are typically limited to cutting things—hair, clothing, tapestries, anything that would get attention. A household that is especially prone to kami-kiri attacks may be one that hosts a guest in mortal guise.

A kami-kiri stands two feet tall and weighs 20 pounds. A kami-kiri can learn languages by spending ranks in the Linguistics skill. A 5th-level spellcaster with the Improved Familiar feat and at least one neutral component to her alignment can choose a kami-kiri as a familiar.

Ami-kiri
Larger cousins of the kami-kiri, ami-kiri appear very similar, except that they possess a snake-like tail instead of lower legs and can soar through the air. Ami-kiri prefer the taste of fabric to that of hair, and are fond of cutting fishing nets and clothing off of drying lines. An ami-kiri is a kami-kiri with the giant simple template and a fly speed of 40 feet (good maneuverability) instead of a climb speed. Ami-kiri gain Flyby Attack as a bonus feat. Ami-kiri have a CR of 1.


I really like your creatures and creative story! but like I said i'm not really on one line with you one their CR's. :-p

I really like the fluff you are coming up with tho! Keep them coming and I hope Paizo staff takes a good look at this and put these mythic monsters in their own bestiaries from AP or otherwise.


Demiurge 1138 wrote:

Kami-kiri

This bizarre little creature is roughly humanoid with a carapace like an insect’s. Its head is fringed with hair and bears a thin beak, and its arms end in scissor-like claws.
** spoiler omitted **
Kami-kiri are strange pests that feed on hair. Members of a household, their pets and livestock are all subject to humiliating attacks—the creature sneaks up on an unsuspecting victim, slices off their hair as close to the roots as it can get, and then makes off with its prize. Most kami-kiri feed mostly on sleeping prey, but especially audacious ones may attack at any time. Kami-kiri...

I can see it's role as an informant. Trading info for hair on a streetcorner.

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Mikoshi

This hulking giant wears the simple robes of a traveler, under which grows a layer of coarse hair. Its bald head is mostly human, save for the two rows of razor sharp teeth. Its neck stretches impossibly far, allowing it to loom ominously.

Mikoshi statistics:

Mikoshi CR 13
XP 25,600

CE Large monstrous humanoid
Init +10; Senses darkvision 60 ft., Perception +22
Defense
AC 28, touch 23, flat-footed 21 (-1 size, +6 Dex, +1 dodge, +7 deflection, +5 natural)
hp 178 (17d10+85); fast healing 5
Fort +10, Ref +16, Will +12
Defensive Abilities terror field; SR 24
Offense
[b]Speed
40 ft.
Melee bite +22 (2d6+6 plus bleed), 2 claws +22 (1d6+6)
Space 10 ft.; Reach 10 ft. (20 ft. with bite)
[b]Special Attacks
bleed (2d6), fear pulse, prostration gaze, sneak attack +3d6
Statistics
Str 23, Dex 22, Con 20, Int 14, Wis 15, Cha 19
Base Atk +17; CMB +24; CMD 48
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Mobility, Spring Attack, Stand Still, Whirlwind Attack
Skills Climb +17, Disguise +21, Intimidate +24, Perception +22, Sense Motive +19, Stealth +22, Swim +18
SQ change shape (Medium or Small humanoid, alter self), exploit fear
Ecology
Environment temperate hills
Organization solitary or gang (1 plus 3-12 humanoids)
Treasure double standard
Special Abilities
Exploit Fear (Ex) A mikoshi can use its sneak attack on any creature affected by a fear effect.
Fear Pulse (Su) Any time a mikoshi renders a living creature unconscious, all creatures within 30 feet of the mikoshi must succeed a DC 22 Will save or be panicked for 5 rounds. This is a mind-influencing fear effect. The save DC is Charisma based.
Prostration Gaze (Su) Cower for 1 round, range 60 feet, Will DC 22 negates. This is a mind-influencing fear effect. The save DC is Charisma based.
Terror Field (Su) A mikoshi gains a deflection bonus to Armor Class equal to 3 + its Charisma modifier. This is included in the statistics above. Creatures immune to fear ignore this effect.

It is said that if one looks up at a mikoshi, it will grow forever taller until the observer’s heart stops with terror. Although this is not quite accurate, this legend encapsulates the hideous aspects of these wicked humanoids—using their incredible necks and supernatural mastery over fear, mikoshi leave ruin in their paths.

Most mikoshi are solitary creatures, wandering through country roads in the guise of mortals, the better to take travelers by surprise for robbery, torture and consumption. They are consummate shapeshifters, however, and may assume the guise of a mortal in order to delight in pleasures of the flesh or lead a gang of human bandits to greater heights of depravity. A mikoshi may string on a group of bandits for months or even years, savoring the trust and respect of his men before inevitably turning on them in an orgy of violence.

All mikoshi are male and their means of reproduction is unknown. They are carnivores by preference, but delight in rich foods and alcohol of all kinds. A drunken mikoshi may reveal tales of hidden treasures and ancient secrets, but surviving a mikoshi’s company for long enough for him to become drunk is risky business indeed. A mikoshi’s neck can retract into its body like a fishing reel, giving it ogre-like proportions, or it can stretch up to twenty feet in length.

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Samebito

An enormous creature stands here, a cross between an ogre and a shark. It clutches a polearm in its clawed hands. A beard of tendrils like an octopus’ arms dangles at the base of its massive jaws, and its nose points far beyond its emerald eyes.

Samebito statistics:

Samebito CR 12
XP 19,200

N monstrous humanoid (aquatic)
Init +7; Senses darkvision 120 ft., keen scent, low-light vision, Perception +23,
Defense
AC 26, touch 16, flat-footed 23 (-1 size, +3 Dex, +12 natural, +4 deflection)
hp 172 (15d10+90)
Fort +11, Ref +12, Will +12
DR 10/magic; Resist cold 10, fire 10; Defensive Qualities deep-born
Offense
Speed 30 ft., swim 60 ft.
Melee +2 naginata +23/+18/+13 (1d10+12/x4), bite +18 (2d6+3 plus bleed), beard +18 (1d6+3 plus disarm) or 2 claws +20 (1d8+7), bite +20 (2d6+7 plus bleed), beard +18 (1d6+3 plus disarm)
Space 10 ft.; Reach 10 ft. (20 ft. with naginata)
Special Attacks bleed (1d6)
Spell-like Abilities CL 15th, concentration +19
Constant—freedom of movement, shield of faith
Statistics
Str 25, Dex 17, Con 23, Int 13, Wis 12, Cha 14
Base Atk +15; CMB +23 (+27 disarm); CMD 36 (40 vs. disarm)
Feats Combat Expertise, Craft Magic Arms and Armor, Greater Disarm, Improved Disarm, Improved Initiative, Iron Will, Master Craftsman, Multiattack
Skills Craft (weaponsmith) +21, Perception +23, Stealth +21, Survival +19, Swim +16; Racial Modifiers +4 Perception, +4 Stealth
Languages Common, Aquan
SQ amphibious
Ecology
Environment temperate costal and aquatic
Organization solitary, pair or retinue (3-10)
Treasure double standard (+2 naginata, other treasures)
Special Abilities
Beard (Ex) A samebito’s beard is a secondary attack that deals bludgeoning damage. A samebito may make a free combat maneuver check to disarm without provoking an attack of opportunity when it hits with its beard attack.
Deep-born (Ex) A samebito is immune to damage from water pressure.
Keen Scent (Ex) A samebito can notice creatures by scent in a 180 foot radius underwater and can smell blood in the water at a range of 1 mile.

Despite their monstrous appearances, samebito have the same range of personalities as humans do—they are as likely to be kindly as they are to be cruel. These martial giants of the deep seas maintain their own civilization far below the waves, but most of them find employment as bodyguards, artisans or elite troops for more powerful oceanic creatures such as dragons, storm giants and even kraken. They typically approach humanoids with cautious skepticism, knowing that their monstrous appearances create problems. A samebito befriended, however, is a fast and loyal ally.

Samebito are carnivores, hunting whales and other oceanic leviathans for sustenance. All samebito possess some innate magical skill, which many of them turn to the creation of magical weapons. The forges of the samebito, built around abyssal volcanoes, are said to be some of the most wondrous on the Material Plane. Although it has been said that the tears of a samebito become pearls and rubies, this is merely a reference to the vast stores of wealth that these treasures bestow upon the samebito.

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This week, we're getting the first of a new subtype of yokai--one that will be very familiar to those with a bit of Japanese folkloric knowledge. I give you the tsukumogami!

Tsukumogami
As objects are used and passed down the generations, they slowly accumulate fragments of a soul—little pieces of personality here, some quirks there. After a sufficient time, such as a hundred years or more, that spirit may become so powerful as to cause the object to animate. These are the tsukumogami. The attitude of tsukumogami depends on their type and the circumstances of their creation. A beloved heirloom that it tended well may form a benevolent spirit and protect its family from dangers. A battered and abandoned object may grow resentful and turn to pranks or even violence.

Tsukumogami subtype
All tsukumogami are constructs with the following special abilities
Haunted (Su) A tsukumogami is treated as undead for the purposes of positive and negative energy. Any spell or effect that has special effects when used against the undead affects tsukumogami as if they were undead as well.

Soul-Powered (Su) A tsukumogami adds its Charisma modifier to hit points for every Hit Die it has.

And an example!

Seto-Taisho

The sound of clanking and jangling presages the arrival of this tiny man, its body made up of chipped ceramic dishes and utensils. Its head is composed of a curved bottle, and he clutches a spear in his hands.

Seto-Taisho statistics:

Seto-Taisho CR 1
XP 400

CN Tiny construct (tsukumogami)
Init +2; Senses darkvision 60 ft., Perception +0
Aura clatter (20 ft)
Defense
AC 15, touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural)
hp 16 (2d10+5), fast healing 1
Fort +0, Ref +2, Will -1
DR 5/bludgeoning; Weaknesses haunted, vulnerable to sonic
Defensive Abilities soul-powered
Offense
Speed 20 ft.
Melee longspear +3 (1d4-1) or slam +3 (1d3-1)
Space 2 ½ ft.; Reach 0 ft. (5 ft. with longspear)
Special Attacks blunted blows
Statistics
Str 9, Dex 14, Con ̶, Int 5, Wis 8, Cha 13
Base Atk +2; CMB +2; CMD 11
Feats Toughness
Skills Intimidate +2, Perception +0, Stealth +2; Racial Modifiers -8 Stealth
[b]Languages
Common (cannot speak)
Ecology
Environment urban
Organization solitary, pair, unit (3-8) or company (6-24)
Treasure incidental
Special Abilities
Blunted Blows (Ex) A seto-taisho can deal nonlethal damage with either its longspear or slam attacks without penalty
Clatter (Ex) A seto-taisho’s movements are so noisy that any creature trying to cast a spell within a 20 ft. radius of a seto-taisho must succeed a DC 15 concentration check or lose the spell. A seto-taisho takes a -8 racial penalty on all Stealth checks.

It is a common belief that inanimate objects possess a sort of personality of their own. If an object exists for long enough in a state of neglect, it may animate and try to claim some attention by force. The seto-taisho, or porcelain soldiers, are evidence of this superstition. Created spontaneously from cracked and chipped dishes, these strange constructs love nothing more than to be noticed.

Most seto-taisho dwell in inns, taverns or other eating establishments, but they may also be found around the home. They delight in making loud noises, scaring people with threatening gestures, and attacking them with their spears—although they typically blunt their weapons by placing a vase over them, to avoid dealing any real damage. Some inns take advantage of their belligerent inhabitants, convincing them to hunt pests or treating them as somewhat risky tourist attractions. For the most part, seto-taisho are happy to play along so long as their roles keep them in the public eye.

A seto-taisho stands about eighteen inches tall and weighs 10-15 pounds. No two seto-taisho look identical, although most of them bear a curved sake flask for a head. Their painted facial features nevertheless work as real eyes and ears. A seto-taisho may change its face as often as it sees fit, painting on angry eyes before a battle or giving itself a wide smile for a holiday.


That's kind of cool, and cute in a weird way.


Next you going to do the umbrella critter?

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I will take the karakatsu as a request and will deliver it... soon. Not enough hours in the day to stat this week, so here's one from my backlog!

Nozuchi

A fat snake-like creature slithers forth, its eyeless head split in twain by an enormous mouth. Its entire body is covered in a thick layer of bristly hair.

Nozuchi Statistics:

Nozuchi CR 5
XP 1,600

N Small aberration
Init +5; Senses blindsight 60 ft., Perception +9, scent
Defense
AC 18, touch 13, flat-footed 17 (+1 size, +1 Dex, +5 natural, +1 Dodge)
hp 52 (8d8+16)
Fort +6, Ref +3, Will +8
Defensive Abilities spiny defense; Immune disease, gaze attacks, visual effects, illusions and attacks relying on sight
Offense
Speed 20 ft., climb 20 ft.
Melee bite +10 (2d6+4 plus bleed plus disease plus grab)
Special Attacks bleed (1d6), grab (Medium), swallow whole (Medium, 2d6+4 bludgeoning, AC 12, 5 hp), tumbling charge
Statistics
Str 16, Dex 13, Con 15, Int 4, Wis 14, Cha 7
Base Atk +6; CMB +8 (+12 grapple); CMD 20 (cannot be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Power Attack
Skills Climb +11, Perception +9, Stealth +12
Ecology
Environment temperate hills
Organization solitary or pair
Treasure incidental
Special Abilities
Disease (Ex) Black bloat—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution based.
Spiny Defense (Ex) Any creature that strikes a nozuchi with a melee weapon, natural weapon or unarmed strike takes 1d4+4 points of damage from the nozuchi’s spiny hairs. Any creature that takes damage from a nozuchi’s spiny defense is exposed to the creature’s disease. Melee weapons with reach do not endanger a user in this way.
Tumbling Charge (Ex) Once per minute, a nozuchi may move up to 10 times its speed on a charge. Any attack roll made at the end of this charge is made at a +4 bonus.

Nozuchi are bizarre predators native to rolling hills. They typically lair at the tops of trees, using their keen hearing and sense of smell to pinpoint prey. Once prey is detected, the nozuchi dives upon it, rolling towards it and latching on with its immensely powerful jaws. A nozuchi is incredibly malleable and is able to stretch its body to devour even man-sized prey in a single bite. Although they prefer to eat live prey, they will take carrion—the bleeding, diseased wounds their bites leave behind often convert escaped victims into carrion rapidly.

Nozuchi are typically solitary creatures, but a mated pair may cooperate to take down large prey. They typically attack only solitary prey, as they are slow and easy to attack once they have swallowed a meal. Nozuchi eat infrequently, taking small prey once a week, or man-sized prey three or four times a year. Due to their deadly natures, seeing a nozuchi is typically considered to be bad luck—it is sometimes believed that if you see a nozuchi, you are in danger of contracting a lethal disease. A nozuchi is no more than three feet long and weighs 50 pounds without a meal in its belly.


Dot.


I am loving this thread. I can't wait to see all the cool Yokai you'll stat up. The ones you've made so far have been top notch. Would it be possible for you to show a list of all the ones you're going to make? The suspense is killing me.

If there is one suggestion I could make, one I'd love above all else, could you make the Ushi Oni? With a mix of spider, oni, and bull charateristics please? I had an idea for an adventure with one as the main antagonist. It's my favorite Yokai that hasn't been statted up yet officially.


My suggestion would be the awesome and freaky Sazae-Oni!

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Both the sazae and ushi oni are on the list of monsters to stat. And yes, both of them will retain the oni subtype. I'm still not clear on which yokai I'm going to stat up (as inspiration hits me and I discover new stories), but a few that I already have stats for and am just waiting to post are:

Ame-onna
Oni-Bi
Ama-no-jaku

So those will probably be next. However, as winter vacation hits and I have more free time, new ones will be statted up, so who knows?


I love the rain women! (Ame-Onna) so I hope they are next!

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Ame-Onna (Storm Hag)

This gaunt woman appears soaking wet, her long black hair clinging to her bony face and neck. Her skin has a slight bluish sheen to it and her hands are twisted into claws.

Ame-Onna Statistics:

Ame-Onna CR 7
XP 3,200

CE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 60 ft., Perception +16, storm sight
Defense
AC 18, touch 13, flat-footed 15 (+3 Dex, +1 natural, +4 armor)
hp 82 (11d10+22)
Fort +7, Ref +10, Will +9
Resist electricity 20; Weakness light sensitivity
Offense
Speed 30 ft., swim 20 ft.
Melee 2 claws +13 (1d4+2/19-20), bite +13 (1d4+2)
Special Abilities gaze of apathy
Spell-like Abilities CL 11th, concentration +15 (+19 casting defensively)
Constant—mage armor, pass without trace
At will—alter self, fog cloud, ray of enfeeblement (DC 15), water breathing
3/day—empowered shocking grasp
1/day—call lightning (DC 17), crushing despair (DC 18), dimension door
1/week—control weather
Statistics
Str 15, Dex 17, Con 14, Int 13, Wis 14, Cha 18
Base Atk +11; CMB +13; CMD 26
Feats Combat Casting, Combat Expertise, Empower Spell-like Ability (shocking grasp), Great Fortitude, Improved Critical (claw), Improved Initiative
Skills Bluff +15, Intimidate +18, Perception +16, Stealth +17, Survival +16, Swim +10
Languages Common, Giant
SQ amphibious, stormsoul
Ecology
Environment temperate lakes or urban
Organization solitary or coven (3 hags of any kind)
Treasure standard
Special Abilities
Gaze of Apathy (Su) dazed 1 round, range 30 feet, Will save DC 18 negates. Creatures that succeed this save cannot be affected by that ame-onna’s gaze of apathy for 24 hours. Creatures that fail the save can take no actions, including attempting to avert their gaze.
Storm Sight (Su) An ame-onna’s Perception checks are not affected by weather of any kind, either magical or mundane. An ame-onna can see normally in fog, a blizzard or any weather effects that limit visibility.
Stormsoul (Su) In rain or when underwater, an ame-onna gains fast healing 2.

Ame-onna are a race of hags dedicated to spreading gloom and misery wherever they go. Unlike other hags, they rarely revel in their wickedness, but rather a pall of depression tinges their cruel actions. In lands where the ame-onna ply their cruel trade, superstition dictates that they were originally mortal women who were transformed by grief and madness, such as that caused by the loss of a child. Ame-onna do share a fixation for children, although they typically view them as a source of food. Occasionally an ame-onna may kidnap a child to raise as her own, and these poor foundlings typically end up murderous maniacs.

The physically weakest of the hags, ame-onna compensate for this deficiency with superior magical prowess. They have fantastic control over weather and electricity, and can call down bolts of lightning to sear their opponents. Ame-onna never venture from their aquatic lairs unless it is raining, whether by a natural storm or by their own magical manipulations. An ame-onna’s skin is always moist, like that of a frog, and drinks in moisture like a sponge. During downpours, they wander the streets and alleys of towns, trusting to their magical gaze to keep guards or citizens from interfering with their bloody work. The mere sight of an ame-onna strikes a deep chord of despair into the hearts of their victims, causing them to neglect even basic self-defense as the hag rends them apart with claws and spells.

Due to their magical gifts, ame-onna often assume leadership positions within any hag covens they join. These covens are rarely as subtle as those commanded by green hags, preferring destructive acts of nihilism.


Oooh this is a great help for me in my Eastern Oriental themed homebrew campaign. Well done sir, well done.

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Oni, Ama-no-jaku

This grinning red-skinned fiend stands only half as high as a human, but its sharp teeth and claws suggest it is not to be trifled with.

Ama-no-jaku statistics:

Ama-no-jaku CR 3
XP 800

NE Small outsider (halfling, native, oni, shapeshifter)
Init +3; Senses darkvision 60 ft., low-light vision, Perception +9
Defense
AC 16, touch 14, flat-footed 13 (+1 size, +3 Dex, +2 natural)
hp 30 (4d10+8); regeneration 3 (acid or fire)
Fort +3, Ref +7, Will +6
SR 14
Offense
Speed 30 ft.
Melee 2 claws +8 (1d4+2), bite +8 (1d6+2)
Special Attacks jinx
Spell-like Abilities CL 4th, concentration +6
Constant—detect thoughts (DC 14)
3/day—suggestion (DC 15)
1/day—invisibility, levitate, knock, produce flame
Statistics
Str 15, Dex 17, Con 14, Int 14, Wis 14, Cha 15
Base Atk +4; CMB +5; CMD 18
Feats Combat Expertise, Weapon Finesse
Skills Bluff +9, Disguise +9, Intimidate +9, Knowledge (local) +9, Perception +9, Sense Motive +9, Sleight of Hand +10, Stealth +14
Languages Common, Halfling, Infernal
SQ change shape (Small humanoid, alter self)
Ecology
Environment urban
Organization solitary, pair or family (3-6)
Treasure double standard
Special Abilities
Jinx (Su) Three times per day as an immediate action, an ama-no-jaku can force any opponent within 30 feet making an attack roll, saving throw or skill check to roll 2d20 and take the worse result. A creature can resist this ability with a successful DC 14 Will save. This is a curse effect. The save DC is Charisma-based.

Ama-no-jaku are among the least of the oni, but they are no less perverse and sadistic for it. Ama-no-jaku are typically obsessed with wealth, preferring to gain prestige through covetous actions rather than assuming places of authority in human societies. They are typically wanderers, moving into a community long enough to steal its greatest treasures and leave strife and distrust in its wake.

Ama-no-jaku are the incarnate forms of small and petty spirits, and their forms are similarly stunted compared to their mighty kin. They have a special affinity for halflings, joining in their traveling caravans and using words and magic to draw the little folk towards crime and treachery. All ama-no-jaku can read thoughts, and typically use this ability in order to determine the greatest desires of humanoid victims. They then use their suggestion abilities to force their victims to act on these desires, delighting in the conflicts that arise.

An ama-no-jaku stands only three feet tall, but is monstrously strong for its size.

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Happy New Year! Just... uh, don't touch that ball that just dropped.

Oni-Bi

A flickering blue flame floats in midair, its radiance pulsing in a soothing fashon.

Oni-Bi Statistics:

Oni-Bi CR 4
XP 1,200

NE Tiny undead (incorporeal)
Init +2; Senses darkvision 60 ft., Perception +7
Defense
AC 16, touch 16, flat-footed 13 (+2 size, +2 Dex, +1 deflection, +1 Dodge)
hp 22 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities incorporeal; Immune fire, undead traits
Weakness oni command
Offense
Speed fly 40 ft (good)
Melee touch +7 (1d6 fire plus burn and energy drain)
Space 2 ½ ft.; Reach 0 ft.
Special Attacks burn (1d6 fire, DC 13), energy drain (1 negative level, DC 13), soothing flicker
Abilities
Str -, Dex 14, Con -, Int 8, Wis 11, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Mobility
Skills Fly +17, Perception +7, Stealth +17
Languages Common (cannot speak)
Ecology
Environment any land and underground
Organization solitary, pair or constellation (3-12)
Treasure incidental
Special Abilities
Oni Command (Su) An oni-bi must succeed a Will save whenever an oni gives it a direct order (DC 13+the oni’s Charisma modifiers) or be affected as if by a suggestion spell at CL 4th. This effects the oni-bi despite its undead immunity to mind influencing effects.
Soothing Flicker (Su) As a standard action, an oni-bi can fascinate all sighted creatures within 30 feet of it. A successful DC 13 Will save resists this effect and renders the creature immune to that oni-bi’s soothing flicker for 24 hours. This fascination lasts for as long as the oni-bi concentrates plus an additional 1d4+1 rounds. A creature can avert its gaze from a flickering oni-bi. The save DC is Charisma-based.

The greatest goal of the wicked incarnate spirits known as oni is to be worshipped as a god by foolish mortals. Those mortals that fall for the onis’ ploys do not rest easy in death—their souls are denied entry to both Heaven and Hell, forcing them to wander the Material Plane forever. All that remains of one of these doomed souls is a flickering flame, capable of luring mortals to a doom as painful as that which afflicts them.

An oni-bi’s touch sets flammable materials alight and drains the life essence of the living—the victims of an oni-bi’s assault are little more than charred and withered husks. An oni-bi’s radiance is capable of soothing those that look upon it, rendering them unsuspecting of the coming assault. Although many oni-bi lurk in the shadowed places of the world of their own volition, they retain the subservience to the oni that doomed them to undeath. Clever oni collect oni-bi to their sides, utilizing them as expendable shock troops or lures to mesmerize their own victims.

An oni-bi appears as a glowing ball no more than 1 foot in diameter. Most oni-bi glow blue, but oni-bi under command of an oni shine with the color of their master’s skin.

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Nuri-botoke
This grotesque creature is a flabby corpse-like humanoid from the waist up, and a flopping fish from the waist down. Its head is bald like a monks’, and its entire body is covered in a layer of black lacquer. Its eyes dangle from their sockets, thrashing about as it moves.

Nuri-botoke statistics:

Nuri-botoke CR 7
XP 3,200

LE Medium undead (extraplanar)
Init +2; Senses darkvision 60 ft., Perception +16
Defense
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 82 (11d8+33), fast healing 4
Fort +6, Ref +5, Will +9
DR 10/magic and slashing; Immune undead traits; Resist acid 10, cold 10, electricity 10
Offense
Speed 20 ft., climb 20 ft
Melee 2 claws +13 (1d4+5), tail slap +11 (1d8+2)
Spell-like Abilities CL 11th, concentration +14
3/day—charm person (DC 14), invisibility, major image
1/day—deceptive divination (DC 18), dimension door (self only), plane shift (self only)
Statistics
Str 20, Dex 15, Con -, Int 16, Wis 15, Cha 16
Base Atk +8; CMB +13 (+15 to trip or disarm); CMD 25 (cannot be tripped)
Feats Blind-fight, Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Multiattack
Skills Bluff +14, Climb +13, Intimidate +17, Knowledge (religion) +17, Perception +16, Sense Motive +16, Stealth +16, Use Magic Device +14
Languages Common, Celestial, Infernal
SQ false ward, flexible gaze, merge with ward, trick item
Ecology
Environment Plane of Shadow or urban
Organization solitary
Treasure double standard
Special Abilities
Deceptive Divination (Sp) This ability functions as a divination spell, except that one creature that hears the answer to the question asked must succeed a DC 18 Will save or be affected as by a suggestion spell, suggesting a course of action of the nuri-botoke’s choice. This is a language-dependent mind-influencing effect. This is the equivalent of a 5th level spell. The save DC is Charisma based.
False Ward (Su) Once per week, a nuri-botoke can spend 1 minute to designate an object of Medium size or larger as its ward. This functions as the kami ability of the same name. The nuri-botoke only gains use of its fast healing if it is within 120 feet of its ward. A nuri-botoke can dismiss this designation as a full-round action.
Flexible Gaze (Ex) A nuri-botoke ignores any cover bonuses to AC and saves of adjacent opponents. It treats adjacent opponents with total cover as if they had cover instead.
Trick Item (Su) A nuri-botoke can take 10 on Use Magic Device checks, even if rushed or threatened.

The shrine is a common item in many households, serving as a center for religious activity and a place for minor offerings to the gods and kami. Some lucky people have a kami inhabiting their shrine, bestowing minor favors and boons if pleased and guarding the household from dangerous spirits. Unlucky persons may have one of those dangerous spirits instead—a lacquer coated monster known as the nuri-botoke.

Nuri-botoke are created from the souls of those who, in life, disrespected the gods and kami alike. In death, envious of the love and respect offered to the divine, these creatures mimic those they formerly scorned, posing as an ancestral spirit, small god or the like. Families who appease these monstrous “gods” are rewarded with riches and favors scored at the expense of others, whereas those who see through the alternating honeyed and threatening words of the nuri-botoke are instead terrorized before being slain.

Those nuri-botoke not bound to a household shrine are found in the plane of Shadow, rummaging through its catacombs and ossuaries for treasures. Greedy creatures, they are adept at using any magical properties of the gear they find, and will gladly sacrifice a valuable treasure in exchange for their lives.

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By request!

Kasa-obake
Hopping forth from the darkness is a comical, yet unnerving, creature—an umbrella given somewhat humanoid form. It lopes along on only a single leg and gazes with only a single eye. Its long tongue hangs from its mouth and probes ahead of it like an obscene feeler.

Kasa-obake statistics:

Kasa-obake CR 2
XP 600

CN Small construct (tsukumogami)
Init +2; Senses darkvision 60 ft., Perception +2
Defense
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 29 (3d10+13)
Fort +1, [b]Ref +5, Will +1
DR 5/slashing; Defensive Abilities hop, soul-powered
Weakness haunted, vulnerable to fire
Offense
Speed 30 ft.
Melee 2 claws +6 (1d4), tongue +1 touch (paralysis)
Statistics
Str 10, Dex 15, Con -, Int 10, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +8 (+16 jumping), Perception +2, Stealth +8; Racial Modifiers +4 Acrobatics (+12 when jumping)
Languages Common
Ecology
Environment urban
Organization solitary, pair or parade (3-6)
Treasure incidental
Special Abilities
Hop (Ex) A kasa-obake can move up to ten feet when it takes a 5-foot step action.
Paralysis (Su) Any living creature touched by the tongue of a kara-obake must succeed a DC 12 Fortitude save or be paralyzed for 1 round. The save DC is Charisma based.

Kasa-obake are one of the more common and beloved forms of tsukumogami, the creatures spontaneously created from antique objects. Despite their grotesque appearance, kasa-obake are friendly and playful creatures. They love to play pranks, moving small belongings, rearranging furniture and, their favorite, sneaking up behind an unsuspecting victim and planting an oily lick on the back of their neck. The paralytic ooze that drips from their tongue wears off quickly.

Many urban monsters, both good and evil, delight in the appearance of a kasa-obake and will adopt them as a mascot. Kasa-obake are naïve creatures and can take after their monstrous cohorts as a child raised badly may turn to wicked deeds themselves.

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Jubokko
The tree that had been standing still erupts to hideous life, its roots pulling themselves from the earth like a spider’s legs and blood-stained claws growing from its branches.

Jubokko statistics:

Jubokko CR 14
XP 38,400

NE Gargantuan plant
Init +2; Senses blindsight 60 ft., Perception +20
Defenses
AC 28, touch 13, flat-footed 28 (-4 size, -2 Dex, +15 natural, +9 profane)
hp 202 (15d8+135)
Fort +18, Ref +3, Will +8
DR 15/slashing and cold iron; Immune plant traits; Resist electricity 10, fire 10; SR 25
Offense
Speed 20 ft.
Melee 4 claws +18 (2d6+11/19-20 plus bleed and grab)
Space 20 ft.; Reach 20 ft.
Special Attacks bleed (1d6), blood drain (1d4 Con), blood mist, pernicious bleed
Statistics
Str 32, Dex 6, Con 28, Int 3, Wis 17, Cha 13
Base Atk +11; CMB +26 (+30 grapple); CMD 34
Feats Awesome Blow, Improved Bull’s Rush. Improved Critical (claw), Improved Initiative, Improved Vital Strike, Power Attack, Stand Still, Vital Strike
Skills Perception +20
SQ agile grappler, superior camouflage
Ecology
Environment temperate hills and forests
Organization solitary, pair or grove (3-12)
Treasure incidental
Special Abilities
Agile Grappler (Ex) A jubokko can make grapple checks using only part of its body at a -10 penalty, and does not gain the grappled condition when grappling a creature of Large size or smaller
Blood Mist (Su) Once per day as a move action that does not provoke attacks of opportunity, a jubokko can emit a cloying red mist in a 30 foot radius. Living creatures within the mist have their vision obscured as per an obscuring mist spell and must succeed a DC 25 Fortitude save or be nauseated as long as they remain within the mist and for 1d4 rounds thereafter. A creature that successfully saves against this effect is immune to the blood mist of that jubokko for 24 hours. Undead creatures can see through the mist normally, and gain fast healing equal to the jubokko’s Hit Dice (15 for a typical specimen) as long as they remain in the mist. The mist lasts for 10 rounds, but can be dispelled with a gust of wind or similar effect. This is a necromancy effect. The save DC is Charisma-based.
Pernicious Bleed (Su) Bleed damage dealt by a jubokko stacks with itself.
Superior Camouflage (Ex) The similarities between an ordinary tree and a jubokko are so extreme that all observers must succeed a DC 30 Perception check or Knowledge (nature) check to notice it before it attacks for the first time.

Trees that grow on bloodstained fields rarely grow healthily. They become twisted and gnarled, and the superstitious claim they can see the faces of dead men in the bark. Trees that grow on the sites of the most violent battles and absorb the blood of thousands through their roots become addicted to it, transforming into the predatory plants known as jubokko.

A jubokko can resemble any manner of deciduous tree, but most form from beeches, cherry, oaks and magnolias. Sharp hollow claws grow beneath their leaves, allowing them to spill more blood, and they become able to uproot themselves and move across the landscape, albeit slowly. Sharp-eyed travelers may spot the dried skeletons hanging from the branches and tangled within the roots of a jubokko before they see the tree’s own monstrous appearance.

Undead creatures of all types are attracted to jubokko, as the bloody mist they excrete stimulates the flesh of the unliving. Such monsters do not hunt cooperatively with the jubokko, but neither do they attempt to steal its victims from it—a jubokko could just as easily tear them to pieces, after all.


Awesome, one of my favorite Yokai the Jubokko!

My own version also has red leaves that can become bat-like creatures that search/hunt for blood for their parent tree, I did this because it would otherwise be too much like Hangman Tree or Quickwood.

But I like this version also very much! especially the blood mist is cool!

RPG Superstar 2013 Top 8

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Let's see how this board handles formatting of special characters...

Shōjō
Although this smiling, red-haired creature looks much like an ape, its posture is as upright as a man’s. It wears a loincloth made of seaweed and clutches a hollow gourd in one hand.

Shōjō statistics:

Shōjō CR 6
XP 2,400

CN Medium monstrous humanoid
Init +4; Senses low-light vision, Perception +12
Defense
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 66 (7d10+28)
Fort +6, Ref +9, Will +7
Defensive Abilities rolling dodge
Offense
Speed 30 ft., climb 20 ft., swim 20 ft.
Melee 2 slams +10 (1d6+3)
Ranged thrown item +11 (varies)
Extracts Prepared CL 6th
2nd—blur, bull’s strength, fire breath* (DC 16), resist energy
1st—bomber’s eye*, expeditious retreat, identify, shield, true strike
*See Pathfinder Advanced Player’s Guide
Special Attacks kill or cure, rend (2 slams, 1d6+4)
Statistics
Str 16, Dex 19, Con 18, Int 15, Wis 14, Cha 9
Base Atk +7; CMB +10; CMD 25
Feats Brew Potion, Dodge, Mobility, Point Blank Shot
Skills Climb +11, Craft (alchemy) +16, Knowledge (nature) +9, Perception +12, Spellcraft +9, Stealth +14, Survival +12, Swim +11; Racial Bonuses +4 Craft (alchemy)
Languages Aquan, Common
SQ master brewer
Ecology
Environment warm coastlines and forests
Organization solitary, pair or party (3-8)
Treasure standard (potions and alchemical items, formula book, other treasure)
Special Abilities
Extracts (Sp) A shōjō can prepare and use extracts as a 6th level alchemist.
Kill or Cure (Su) Three times per day as a full-round action, a shōjō can infuse a draught of alcohol with magical energy. To the shōjō, or to any creature the shōjō designates as a swift action, drinking this draught has the same effects as a dose of restorative ointment. Any other creature must succeed a DC 17 Fortitude save or be affected as if by wolfsbane (see Pathfinder Roleplaying Game Core Rulebook). Unused draughts expire after 24 hours, reverting back into ordinary alcohol. The save DC is Intelligence based.
Master Brewer (Ex) A shōjō may use the Craft (alchemy) skill to brew any form of alcohol. A shōjō never takes penalties for making alchemical items without the use of an alchemist’s lab.
Rolling Dodge (Ex) Once per round, when a shōjō is missed by a melee attack, it may take a 5-foot step as an immediate action. The shōjō’s movement in the next round is reduced by 5 feet.

Despite their great intelligence, the ape-like humanoids known as the shōjō have no civilization to speak of. Their talent with brewing potions, poisons and assorted tinctures has never led them to develop an economy, they prefer to sleep under the stars than in any sort of permanent dwelling, and they eschew honor and hard work for days spent drinking and making merry. Although many scholars consider this contrast between their mental capacity and their indolence a contradiction, the shōjō see it as merely a logical consequence of their intelligence—they have deliberately chosen to abandon responsibility for fun.

A shōjō most closely resembles an orangutan, except that the males never grow the enlarged cheek pads of a mature orangutan male. Shōjō society, such as it is, is egalitarian and free-wheeling, with the most respect more typically coming to those that have invented a new recipe for sake or devised some clever game than the oldest, wisest or strongest. Shōjō are native to remote tropical islands, where they have grown quite skilled at transforming fruits, coconuts, shellfish and bird’s eggs into both potent liquors and alchemical items of all sorts. Each shōjō maintains a catalog of recipes and formulae to refer to, and some claim that the first human alchemists learned their trade from these mischievous ape-men.

Interactions between humanoids and shōjō may proceed in a number of ways. Trade between shōjō bands and ship’s crews are typically mutually beneficial. Alcohols of the civilized world are especially prized to the shōjō, and if they are unable to obtain it fairly, most shōjō will not hesitate to steal it. The only time shōjō fight to the death is in defense of their homes, but a riled shōjō is a terrifying foe indeed.


Wow. I'm really loving these. You've got me looking forward to Mondays, just so that I can see the stats for the newest creature. Keep up the awesome work!
Btw, would you mind including:
1.Akaname
2.Nuppeppo
3.Enenra
4.Oomukade
5.Akki
6.Umibozu


Number 2 would be nupperibbo - you're missing an 'r'.

RPG Superstar 2013 Top 8

gamer-printer wrote:
Number 2 would be nupperibbo - you're missing an 'r'.

"Nupperibo" is the Gygaxian version, a devil circa the original MMII. The mythological creature it's based on, the nuppeppo, is a similarly gross blob monster thing. I will not stat one up during the course of this project because I've already done one! My nuppeppo can be found in First Level Foes, one of the products in my Creature Codex series.

As for the other requests...

The umibozu is already in Pathfinder, in Bestiary 3 as a sea bonze. The akaname has been on the list for a while... I'll bump it to the front of the queue. As for the other three requests, this is the first I've ever heard of them! I was only able to find details on the enenra. Neat, and I'm intrigued. The akki appears to be a regionalism of "oni", and the oomukade appears to only exist as a monster-girl (hardly a traditional, or even established, yokai).

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