An Introduction to the Seishin Isles: Volume II

by Dodst

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An Introduction to the
Seishin Isles: Volume II

During our expedition across the various islands of the western archipelago-which we have come to learn is referred to by the locals as the Seishin Isles-we have come across a variety of new undiscovered lifeforms, the likes of which were often undead or of an even more unimaginable than the likes of the monstrosities we claim to be a part of everyday life within our home continent of Vaupane.


With their extensive histories, and paired with the strange natural phenomenon that permeates the isles, I can only come to the conclusion that the terrain these creatures and people have lived upon has changed them in a strange and unique way. Through the art of perfecting their bodies and souls, they can compete with trained warriors from gladiatorial arenas, even becoming comparable to demigods, and the lifespans of ordinary animals are extended a thousandfold, with them achieving special mortal forms after reaching certain ages.


Returning focus to the new lifeforms that enact as the many horrors of the mortal lives of the Isles people, It should be recognized that this next part of my research will be focused on the vast array of creatures and spirits who trick weary mortals from atop icy mountains to forgotten houses. One who wishes to come visit Seishin best know what threats lie ahead.


~ Iorki P.

Beastiary | Seishin

Baku

Medium Monstrosity, Typically Lawful Good


  • Armor Class 15 natural armor
  • Hit Points 102 (12d8+48)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 18 (+4) 15 (+2) 16 (+3) 25 (+7)

  • Saving Throws Dex +9, Cha +11
  • Damage Immunities psychic
  • Condition Immunities exhausted
  • Senses darkvision 60 ft., passive Perception +13
  • Languages Understands all languages
  • Challenge 7 (2,900 XP) Proficiency Bonus +4

Innate Spellcasting. The baku's innate spellcasting ability is Charisma (save DC 19, +11 to hit with spell attacks). The baku can innately cast the following spells, requiring no material components:
At will: invisibility, lullaby, sleep
3/day: sleep (5th level), dream
1/day: ethereal jaunt, modify memory

Dream Beast. The baku is immune to spells that would cause it to fall asleep, and does not experience the need to sleep.

Dream Claws. A baku’s claws are magic for purposes of overcoming damage resistance.

Dream Sight. The baku can see 60 ft. into the Dreamscape when it is on the Material Plane, and vice versa.

Actions

Multiattack. The baku makes 2 claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d4+2) slashing damage plus 5 (2d4) psychic damage

Dream Eating. A baku can feed upon the dreams of any single sleeping creature within 100 feet. Alternatively, the baku can feed upon the dreams of a creature that it manages to contact with the dream spell. A creature can resist this effect with a DC 22 Wisdom save. When a baku feeds in this way, it can elect to consume only nightmares or all dreams. If it only consumes nightmares, the target creature is immune to the effects of the nightmare haunting ability of the night hag, and other similar attacks for that period of sleep. If the baku instead feeds on all of the creature’s dreams, that creature is fatigued upon waking and does not gain any benefits it would have received from sleep.

Dreamwalker. The baku enters the dreamscape from the Material Plane, or vice versa.

Baku

With the head of an elephant, the eyes of a rhinoceros, the tail of an ox, and the legs of a tiger, the baku is a sacred creature to the people of the Seishin Isles.

Dream Eater. Bakus are creatures that hail from the realm of dreams. Viewed as guardian spirits, bakus travel towards minds that house dark dreams, and consume the nightmares that plague individuals. Beings whose dreams are being consumed by a baku find themselves well rested, and often times healthy and with good fortune.

Protective Guardians. Holy beasts of the dreamscape, baku are revered as powerful forces of good, and are known for deterring the presence of yokai and other creatures. Such evil spirits and yokai will avoid areas where a baku is present, with many even leaving their territories once a baku starts feasting on a mortal within.

On rare occasions, when a monster attacks a mortal whose protected by a baku, the baku will manifest upon the material plane and take actions against the monster, defending the mortal whose dreams they currently feast upon. While it is most likely just a baku protecting it's food source, these rare encounters have lead to their raised belief as holy beasts and divine protectors.

Festive Worship. While the many races of the Seishin Isles hold a variety of festivals to many different creatures and deities, festivals dedicated to the baku are common and found across the archipelago. such festivals are believed to attract and please the bakus, and help protect the towns by warding off evil spirits.


At no point during our tenure within the Seishin Isles did we receive the benefit of encountering one of these holy beasts. Despite our poor luck on this exploratory front, the actions and beliefs of the many people we met lead me to believe that such a creature must exist, and thus I am including it within this document.

-- Iorki P.

Beastiary | Seishin

Dokkaebi

The pranksters of the roadside, the dokkaebi are a race of goblinoids who strive to achieve feats of strength. Stopping passersby along the many roads of the archipelago, the dokkarbi with barter passage for wrestling matches, engaging in grapples with their opponent till one proves to be the superior fighter and the stronger match.

Adept Wrestlers. Dokkaebi take joy in the art of wrestling. From a young age, the dokkaebi are trained by the elders in the art, leaving the majority of them with the capabilities to fight opponents a size larger than themselves with a high rate of success.

As they grow older, the dokkaebi will spend their downtime perfecting their art, and practicing with their fellow clansmen, even utilizing the sport to elect leaders and make important decisions. Finally, the dokkaebi will challenge members of other races to wrestling battles, as a test of strength to prove themselves to their kin, or as a show of strength to outsiders. If ever you find yourself in a match against a dokkaebi, it is said you should focus on their right leg, as the martial style most dokkaebi focus leave the right leg vulnerable.

Persistent Pranksters. While the dokkaebi are most known for their proficiency in grapple tactics, it is noteworthy that when they are not wrestling each other or blocking road travel, the dokkaebi love to utilize magic to prank anyone they come across. Many tales account of dokkaebi appear from thin air and messing with peoples perception of their surroundings, casting illusions, and changing the appearance of their victims into that of dokkaebi themselves.

Dokkaebi especially love to perform pranks that require time and dedication, messing with a particular mortal over the period of weeks or months to achieve the ultimate surprise. If ever you find yourself at the behest of a dokkaebi's pranks and magic, it is best to find a means to reverse the prank back on the dokkaebi, such as exposing their fears, or using illusions yourself to transform the dokkkaebi into a human or similar mortal race.


Dokkaebi

Small Humanoid (Goblinoid, Yokai), Typically Chaotic Neutral


  • Armor Class 11
  • Hit Points 22 (3d6+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Skills Stealth +5
  • Senses Darkvision 60 Ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP) Proficiency Bonus +2

Innate Spellcasting. The dokkaebi's innate spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The dokkaebi can innately cast the following spells, requiring no material components:

At will: create food and water, minor illusion

3/day: invisibility

Actions

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Grappler. The dokkaebi can take an action to attempt a grapple against a creature of medium size or lower. The dokkaebi makes the check to grapple with advantage.

Beastiary | Seishin

Jorogumo

Driders of the Seishin Isles, jorogumo are spider like monsters with the upper body of a beautiful woman. Often disguising themselves as young maidens, the jorogumo seek out humans to eat, settling within towns and cities and using its form to trick naive mortals into entering it's home--and web--where it will consume them.

Elder Spiders. Like many of the creatures who live withing the Seishin Isles, when a spider reaches the age of 400, it undergoes a change, transforming it into a jorogumo, and granting it a mortal form. Once a spider has completed their transformation into a jorogumo, they must seek out new pray to maintain their new formed, the likes of insects and birds no longer sustaining themselves.

The Entangling Bride. More often than not, a jorogumo seeks to prey upon young hansom men, finding that their are the easiest targets that fall for their mortal disguises. While exceptions exist, the jorogumo plays with a youths desire to find love, enticing them into their residence with the promises of companionship and marriage, earning them the title of Entangling Bride, along with another, more vulgar name.

The common disappearances of young adult's would

normally be a cause for concern, and it would be expected that a jorogumo wouldn't be able to maintain their disguise within a settlement for a long period of time, however, with the aid of local spiders, any who suspect that one may be a jorogumo, or that attempts to expose one to the rest of a town will find themselves charred by flames, as the spiders go about sabotaging any and all opponents of the jorogumo, allowing the bride to maintain their operation, even within a bustling city.

The Queen of Venom. Jorogumo are gifted with a total immunity to any and all forms of poison and venom, and can produce a deadly venom with which a jorogumo can either quickly kill their prey, or paralyze them, and slowly consume them as they consciously witness their own demise over the course of several days.

Jorogumo Venom (Injury)

This poison must be harvested from a dead Jorogumo. A creature subjected to this poison must make a DC 17 Constitution saving throw, taking 28 (8d6) poison damage on a failed save and being paralyzed for 1 minute, or half as much damage on a successful one.



Jorogumo

Large Monstrosity (Yokai), Typically Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 132 (7d10+28)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 18 (+4) 14 (+2) 11 (+1) 16 (+3)

  • Saving Throws Perception +5, Stealth +7
  • Damage immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 11
  • Languages Common
  • Challenge 5 (1,800 XP) Proficiency Bonus +4

Innate Spellcasting. The jorogumo's innate spellcasting ability is Wisdom (spell save DC 15). The jorogumo can innately cast the following spells, requiring no material components:
At will: animal friendship (spiders only), detect magic, minor illusion
3/day each: bestow curse, charm person, pass without trace

Spider Climb. The jorogumo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The jorogumo ignores movement restrictions caused by webbing.

Actions

Multiattack. The jorogumo makes three attacks, one bite attack, and two tarsus attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 9 (2d8) poison damage.

Tarsus (Spider Form). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (2d6+2) piercing damage.

Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Change Shape. The jorogumo magically polymorphs into a Medium female humanoid, or back into its true form. It's statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Beastiary | Seishin

Kitsune

Medium Fey, Typically Chaotic Neutral


  • Armor Class 13
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 11 (+0) 9 (-1) 12 (+1)

  • Skills Animal Handling +2, Deception +4
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Sylvian
  • Challenge 1 (200 XP) Proficiency Bonus +3

Innate Spellcasting. The kitsunes's innate spellcasting ability is Charisma (spell save DC 13). The kitsune can innately cast the following spells, requiring no material components:
At will: dancing lights, flame, silent image
3/day each: charm person, mirror image

Actions

Multiattack. The kitsune can make two shortsword attacks.

Shortsword. Melee Weapon Attack: 4+ to hit, reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.

Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

kitsune

Known as the fox spirits, the kitsune are a race native to the faewild that transmigrated to Seishin during the earlier years of the realm. Settling across the many Southern isles of the archipelago, the kitsune utilize both strength and cunning to establish a mighty empire known as the Kemono Dynasty, Formed shortly after the establishment of Qitian Dasheng's great Hou Dynasty.

Many Tails. As the kitsune age, they grow additional tails, upwards to a total of nine. These tails are often associated with a kitsune's standing within the empire, with more tails being considered a sign of wisdom and superiority. While other aspects of their cultures, such as their noble casts, are viewed or more prominent than their tails counts, the tail is viewed as an important part of a kitsune's social status within their respected casts.

Beyond the casts however, kitsune that reach 7 or 8 tails are elevated, deemed more important than the cast they adhere to, with a 9 tailed kitsune being considered worthy of rulership, and having a right to the title of emperor or empress, with the Howaitoredi being the only existing 9 tailed kitsune within the Seishin Isles.

Masked Warriors. Within the kitsune culture, a phenomenon involving the importance of masks exists. To the kitsune, their masks are an avid part of their lives, acting as a protective shield for their faces in combat, hiding their emotions and facial expressions during conversation and magic duels, and even allowing many kitsune focus their innate magical skills. While not every kitsune wear a mask, most possess a personal mask, with the upper echelons and casts wearing more intrinsic and ornate masks and rarely--if ever--revealing their faces.

Cunning Manipulators. The kitsune take pride in their seemingly superior wisdom, and have developed a belief that cunning is one of the most important aspects of any member of a race, with battles of the mind often being a higher priority than battles of brawn.

This thought process even spreads into the kitsune's military and warriors, believing that the act of outsmarting an opponent will lead to easier victories than simply overpowering them. To this end, many kitsune utilize sly words and enact on apparent emotions to best and beguile their opponents.

Inari

Within the vast military of the Kemono Dynasty, there is a force of elite warriors known as the Inari. The Inari is a division of the Kemono military situated within the capital city of Teruresuto (Tails Rest). The inari are the immediatre line of defense for the capital of the kemono dynasty, and double as the sword of the Tenko.

The Inari are made up of skilled warriors and generals from across the empires many divisions and platoons, taking in promising personnel and training them to become the elite warriors of Teruresuto. To aid in their training, small platoons of the Inari are sent across the southern isles, and even to other kingdoms to garner experience and perform tasks for the empire.

Beastiary | Seishin

Inari Warrior

Medium Fey, Typically Chaotic Neutral


  • Armor Class 18 (plate)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 12 (+1)

  • Skills Athletics +6, Intimidation +3
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Sylvian
  • Challenge 5 (1,800 XP) Proficiency Bonus +2

Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 12). The kitsune can innately cast the following spells, requiring no material components:
At will: dancing lights, flame, silent image
3/day each: charm person, mirror image

Martial Advantage. Once per turn, the kitsune can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the kitsune that isn't incapacitated.

Actions

Multiattack. The kitsune can make two greatsword attacks.

Greatsword. Melee Weapon Attack: 6+ to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage.

Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

The Inari are further divided into two sub groups, based on their primary jobs within Teruresuto. These groups are the Inari Warriors, and the Inari Guards.

Inari Warriors. Inari warriors make up many of the specialized jobs within the Inari ranks, often acting as patrolling platoons or typical city watches, they practice their combat skills while being trained in the art of military strategy. If one were to come face to face with a member of the Inari, then it is most likely that the Inari is a member of the Inari warriors.

Inari Guards. The elite of the Elite, the Inari guard are members of the Inari that have been hand picked by the Tenko herself to act as her personal guard, protecting her palace and ensuring that their are next to no problems within the city of Teruresuto. Rarely seen by the public, and found primarily within the walls of the Tenko's Palace and Shrine, the Inari Guard are the Tenko's last line of defense before


Inari Guard

Medium Fey, Typically Lawful Neutral


  • Armor Class 16 (medium armor)
  • Hit Points 119 (14d8+56)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 12 (+1)

  • Skills Insight +6, Investigation +6, Perception +6
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Sylvian
  • Challenge 6 (2,300 XP) Proficiency Bonus +3

Innate Spellcasting. The kitsunes's innate spellcasting ability is Wisdom (spell save DC 14). The kitsune can innately cast the following spells, requiring no material components:
At will: dancing lights, flame, silent image
3/day each: charm person, mirror image

Actions

Multiattack. The kitsune can make two glaive attacks, and one kunai attack.

Glaive. Melee Weapon Attack: 8+ to hit, reach 5ft., one target. Hit: 10 (1d10+5) slashing damage.

Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 6 (1d4+4) piercing damage.

Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Reactions

Parry. The kitsune adds 3 to its AC against one melee attack that would hit it. To do so, the kitsune must see the attacker and be wielding a melee weapon.

intruders and assassins face off against the empress of the kitsune herself.

Kitsune Illusionists

Kitsune are born with a inherent skill towards illusion magic, leading many to dabble in it's field of study. Of the many kitsune sorcerers and wizards, the kitsune illusionists are those who have dedicated their lives wholly to the study of arcane phantasms and mirages.

While there are many kitsune who become exceedingly proficient with spells from the school of illusion, those who become Illusionists are the adepts and masters of the craft,

Beastiary | Seishin

Kitsune Illusionist

Medium Fey, Typically Chaotic Neutral


  • Armor Class 13 (16 mage armor)
  • Hit Points 120 (8d8+24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 17 (+3) 20 (+5) 16 (+3) 12 (+1)

  • Skills Arcana +7, Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Sylvian
  • Challenge 3 (700 XP) Proficiency Bonus +4

Spellcasting. The Kitsune is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Kitsune has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray

1st level (4 slots): color spray, disguise self, mage armor, magic missile

2nd level (3 slots): invisibility, mirror image, phantasmal force

3rd level (3 slots): major image, phantom steed

4th level (1 slot): phantasmal killer

Displacement (Recharges after the Kitsune Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the Kitsune projects an illusion that makes the Kitsune appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the Kitsune. The effect ends if the Kitsune takes damage, it is incapacitated, or its speed becomes 0.

Actions

Kunai. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 3 (1d4+1) piercing damage.

Change Shape. As an action, the kitsune magically polymorphs into a fox, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

learning newfound means to manipulate the arcane properties so as to protect themselves in battle, and better manipulate their opponents.

Destined Disguise. It is hard to see through the works of a kitsune illusionist. Most kitsune, while transformed or utilizing their innate magical abilities can only transform and disguise so much of themselves or their surrounds, often with their own disguises still revealing their tails, however a kitsune who has spent extended time researching the ways of the school of illusions are often so adept with their spells that these common missteps that their kin perform are never made, leaving the kitsune illusionist as the best of their race when it comes to arcane trickery and deceit.


I must say that one must take extra caution when confronting a Kitsune well versed in illusion magic. Even now, I'm not entirely sure if the capital of the Kemonoans was real, or just a well implemented ruse to make their capital to appear as grand and majestic as it appeared.

-- Iorki P.

Beastiary | Seishin

Nekomata

The twin tailed cats of death and decay, the nekomata hold a history of manipulating cadavers, and bringing about peoples demise. While they are one of many common races of the Kemono Dynasty, they is a deep seeded resentment towards their kind due to the actions of their ancestors.

Masters of the Dead. The nekomata, like many of the creatures within the Kemono Dynasty, are born with innate magical powers. However, while the kistune and tanuki were born with an innate ability and talent for illusions, the nekomata is born with an innate ability and talent for necromancy.

Historically, the nekomata would utilize the corpses of their fallen to help bolster productivity in their settlements, including construction, farming, and war if it ever came to that. When the Kemono dynasty first started to form, several battles broke out between the many races, with the nekomata utilizing their ability to control the dead to fend off the other races with the corpses of any who fell within their vicinity. These acctions have left a bad taste in the mouths of races such as the kitsune and tanuki ever since.


Nekomata

Medium Fey, Typically Neutral


  • Armor Class 13
  • Hit Points 55 (10d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 9 (-1) 9 (-1) 14 (+3)

  • Skills Animal Handling +2, Deception +4
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Sylvian
  • Challenge 1 (200 XP) Proficiency Bonus +2

Innate Spellcasting. The Nekomata's innate spellcasting ability is Charisma (spell save DC 13). The Nekomata can innately cast the following spells, requiring no material components:
At will: chill touch, farie fire
2/day: animate dead

Actions

Multiattack. The Nekomata can make two scimitar attacks.

Scimitar. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 7 (1d6+3) slashing damage.

Change Shape. As an action, the Nekomata magically polymorphs into a two tailed cat, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Nekomata Necromancer

Medium Fey, Typically Neutral


  • Armor Class 13 (16 with mage armor)
  • Hit Points 55 (10d8+10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 17 (+3) 12 (+1) 14 (+3)

  • Saving Throws Int +7, Wis +5
  • Skills Animal Handling +2, Deception +4
  • Damage Resistances necrotic
  • Senses darkvision 60 ft., passive Perception 9
  • Languages any four languages
  • Challenge 9 (5,000 XP) Proficiency Bonus +4

Innate Spellcasting. The Nekomata's innate spellcasting ability is Charisma (spell save DC 13). The Nekomata can innately cast the following spells, requiring no material components:
At will: chill touch, farie fire
2/day: animate dead

Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.

Spellcasting. The nekomata necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life, mage armor, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, web

3rd level (3 slots): animate dead, bestow curse, vampiric touch
4th level (3 slots): blight, dimension door, stoneskin
5th level (2 slots): Bigby's hand, cloudkill
6th level (1 slot): circle of death

Actions

Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.

Change Shape. As an action, the Nekomata magically polymorphs into a two tailed cat, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Beastiary | Seishin

Okami

Huge Celestial, Typically Lawful Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 127 (11d12+55)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

  • Saving Throws Str +10, Con +9, Wis +6,
  • Skills Perception +5, Stealth +4
  • Damage Resistances necrotic
  • Damage Immunities radiant
  • Senses darkvision 60ft., passive Perception 16
  • Languages Common, Celestial, Giant
  • Challenge 10 (5,900 XP) Proficiency Bonus +4

Keen Hearing and Smell. The okami has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The okami has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Mountain Camouflage. The okami has advantage on Dexterity (Stealth) checks made to hide in mountain terrain.

Actions

Multiattack. The okami makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage.


Protective spirit beasts, sent down from the heavens to protect the world from dark threats that seep into the Isles with the soul purpose of causing havoc. These celestial wolves are an intriguing beast native to the lands of the Seishin Isles, appearing to few people, often children lost within the woods.

I know not which god sent down these wolves to roam the mountains and slay the fiends that transgress upon the sacred isles, but it is evident that they are a benevolent being, much like their so called children are.

-- Iorki P.

Okami

Celestial wolves of the unreachable mountain peaks, the okami claim to be the creation of the god of the morning star Chenxing, and claim themselves to have been placed upon the archipelagos many islands to rid the spirit lands of the evil and corruptions that plague the Seishin Isles and its inhabitants.

Guardians of the Lost. When a lost souls or unfortunate wanderer finds themselves lost within the forests and foothills surrounding an okami's territory, they may come face to face with the celestial wolf. If their soul is deemed pure, and their nature good, then the okami will lead the lost wanderer to the nearest road or village, assuring their safety along the way and fending off any monsters or yokai who may choose to target the lost soul.

Beyond this, okami will rarely leave their territory, preferring to keep away from the civilized and settled land, while focusing on the maintenance of the mountain they control. This animalistic tendency of their is broken on rare occasions when a lost sou requires aid from beyond the home of the okami, leaving the wolf to escort the wanderer on a great journey to where they are required to go. These situations, however, are far and few between, and and okami will usually part ways with a mortal by the nearest roadside.

On the rare occasion that a person who is deemed vile and evil finds themselves wandering the territory of an okami, the celestial wolf may make its presence known. If such a villain finds themselves in the presence of an okami, it is in their best interest to escape, or pray they have the strength to defeat the wolf, as they have become the latest prey, and their lives are almost guaranteed as forfeit.

Hunters of Demons. The okami are a long lived race, believed to be immortal, and do not require food to survive. This being the case however, the okami do eat, having developed a desire to consume creature of demonic nature. Of the many monsters and yokai that plauge the Seishin Isles, the okami desire the flesh of oni above all, immediately hunting any oni that even approach the outskirts of their territories, and consuming them as if gluttonous beasts.

While the okami love to dine on the vile flesh of the oni, their exists one creature who the love to eat more than any other. The okami view the raiju as the creation of the demon lord Raijin, and as their equal and opposite. Because of this knowledge, and their belief that Raijin is the ultimate evil, and the most opposed being to their creator, the okami will seek teh destruction of any and all raiju, finding the taste of their electricity to be and delicacy that few beings could comprehend. Despite this, it is rare for an okami to sucesffuly hunt a raiju, with the okami tending to be a weaker creature, but despite this, the okami view the besting of a raiju as the ultimate achievement their species can hold, and will fight to the death if ever they cross paths with one.

Beastiary | Seishin


Raiju

Large Eemental (Yokai), Typically Chaotic Neutral


  • Armor Class 19 (natural Armor)
  • Hit Points 200 (16d10+112)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 24 (+7) 14 (+2) 19 (+4) 11 (+0)

  • Saving Throws Str +9, Dex +10, Wis +8
  • Skills Acrobatics +10, Perception +8, Stealth +10, Survival +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, poison, thunder
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 30 ft., darkvision 90 ft., passive Perception 18
  • Languages Common, Abyssal, Auran
  • Challenge 17 (18,000 XP) Proficiency Bonus +4

Storm Body. The raiju can move through a space as narrow as 1 inch wide without squeezing.

Aura of Energy. A creature that touches the raiju or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage.

Keen Hearing and Smell. The raiju has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The raiju has advantage on saving throws against spells and other magical effects.

Pack Tactics. The raiju has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The raiju makes three attacks, one with its bite and two with its claws. The raiju may instead choose to use bolt travel instead of it making two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6+6) piercing damage plus 5 (1d8) lightning damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) piercing damage plus 5 (1d8) lightning damage.

Moving Bolt (Recharge 6). The raiju may transform into a bolt of lightning and instantly move in a strait line to a spot it can see within 60 ft. This movement acts as a lightning bolt spell, and each creature in the path must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Raiju

Companions of Raijin, the raiju are thunder wolves originating from Raijin's realm within the eternal abyss. During the Seishin Isle's many thunderstorms, when the sky opens and Raijin can thrust his thunderous destruction upon the archipelago, the raiju will freely bound across the skies, mountains and forests, leaving charred destruction within their wake.

Raijin's Lightning. Within the Seishin Isles, thunderstorms act as a gateway to Raijin's layer within the abyss. During these brief periods where Raijin can interact with one of the mortal planes, she will send out thunderous drumbeats to cause fear within any who remain outdoors. Additionally, he will communicate with his followers, and send down the raiju to aid in his worshiper's plans, or to just smite those they can find.

The raiju are the literal lightning of the Seishin isles, and leave their marks upon trees as they agitatedly leap about, striking whatever targets they can. They have an unnatural attraction to metal objects, and can be distracted or easily tricked into traps created by metal.

Eventually, when the storm starts to subside, and the portal to Raijin's domain starts to close, the raiju will return to their home plane, though accounts of raiju remaining within the isles have been documented.

Navel Rumors. It is believed within the Seishin Isles, that raiju who wish to remain within the isles after a storm has passed will seek out mortals who have remained outside despite the weather. The rumor goes on to say that a raiju will enter the stomach region through the navel, and sleep, causing their hosts to fall ill, and potentially die over a long period of time, though limited evidence of this actually happening leads one to assume that it may just be superstition.


The Demon of Storms personal armada. Yokai elementals that often take the form of large wolves, running through the night skies, singeing and burning everything they touch. While not inherently evil, their destructive nature and electric personalities make them a dangerous threat to the common people of the Seishin Isles, causing mass panic at the sight of the tiniest thunderstorms. I guess if we had lightning elementals running around and causing havoc during every thunderstorm in Vaupane, then I too would be extremely cautious during such times.

-- Iorki P.

Beastiary | Seishin


Tanuki

Medium Fey, Typically Lawful Neutral


  • Armor Class 11
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 11 (+0) 9 (-1) 12 (+1)

  • Skills Animal Handling +2, Deception +4
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Sylvian
  • Challenge 1/2 (100 XP) Proficiency Bonus +2

Innate Spellcasting. The tanuki's innate spellcasting ability is Charisma (spell save DC 13). The tanuki can innately cast the following spells, requiring no material components:
At will: silent image
3/day: charm person

Actions

Multiattack. The tanuki can make two warhammer attacks.

Warhammer. Melee Weapon Attack: 5+ to hit, reach 5ft., one target. Hit: 8 (1d8+3) bludgeoning damage.

Change Shape. As an action, the tanuki magically polymorphs into a raccoon, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Tanuki

The raccoon spirits of the Seishin isles, tanuki are a race native to the faewild that transmigrated to Seishin during the earlier years of the realm. Settling across the many Southern isles of the archipelago, the tanuki find themselves often under the oppression of the Kemono Dynasty, and the many kitsune of the empires hierarchy.

Pranking Spirits. Tanuki are mischievous by nature, loving to disguise themselves and object with the express purpose of messing with another person, sometimes going so far as to disguise themselves as the most mundane of objects just to jump out into the open shocking anyone that would happen to be nearby.

This has lead to many races finding tanuki to be nuisances, and cause a cultural divide between themselves and the many other races of the Kemono Dynasty. This divide often causes Tanuki to form tight nit communities away from the eyes of other, and often also leads to their subservience to the likes of the Kitsune, who utilize their inability to form connections with other races to suppress them.

Illusional Equals. The tanuke are very comparable to the likes of the kitsune. Capable of strong illusions and mental manipulations, the tanuke can be seen as the only equals that the kitsune must face, with their innate abilities being the most comparable. This is in part one of the many reasons that the kitsune have gone out of their way to push the tanuki into a lower caste within the Kemono Dynasty, Shattering any for of structural organizations dedicated to bettering or uniting the tanuki, and keeping them suppressed.

If a tanuki were to dedicate their life to the study of illusion magic, they'd be on the fast track to becoming a master of the magic, comparable to the powerful kitsune illusionists, for they too are capable of great feats in the field, though are a much rarer sight in part due to the kitsune's suppression.

Beastiary | Seishin

Tengu

A cross between a bird of prey and a mortal, the tengu are goblins of the Seishin Isles who live within the dense forests and atop the tall mountains dotted across the archipelago. The tengu are thought to be war-driven clans, though, within some regions of the five empires, they are seen as staunch, albeit dangerous protectors.

Harbingers of Strife. Wherever a tengu appears, problems are bound to rise. The turmoils of the mortal empires entertain the tengu, with the tengu pulling pranks upon the many citizens of the Seishin Isles, such as kidnapping random villagers and abandoning them within the woods to find their way home, or reveling a prominent figures secrets as to cause fights to break out within a settlement.

On rare occasions, the tengu work their trickery so well, that they can cause two cities to start a war. While evidence to whether these events have actually happened before, it has been proven that tengu enjoy watching the chaotic events of waring states, deeming it the height of entertainment.

Sacriligious. The tengu love gold and jewels and have developed a tendency to barter and steal for them. To this end, many tengu clans have made it a habit to disguise themselves as temple monks, and either trick people out of their donations or outright robing nearby temples.

To this end, many clerics, monks, and priests of the archipelago view the tengu as devious cretins, who have lost the aid of the gods and are left to fend for themselves within their mountain caves. This is often blown out of proportion, however, as the tengu do perform rituals worshiping their gods throughout the year, and seem to thrive despite their actions against the many temples.

Territorial. Though the tengu love to witness the machinations and lives of mortals, often interacting with them, they utterly despise the act of intruding upon their homes. Any mortal who decides to enter a mountain cave or rocky peak where a clan of tengu resides will quickly discover that their presence is unwelcome, with them either being violently removed from the tengu clan's territory, or outright being killed by the goblins.

On rare occasions, people can barter their way into a tengu's territory, reserving the title of guest, however, these situations are rare, and even the richest gifts might not remove the ire and discomfort of a mortal's presence with the tengu's home.


Tengu

Medium Humanoid (Goblinoid, Yokai), Typically Chaotic Neutral


  • Armor Class 13
  • Hit Points 78 (7d8+7)
  • Speed 30 ft. fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 10 (+0) 13 (+2) 11 (+1)

  • Saving Throws Dex +5, Wis +4
  • Skills Deception +3, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, thunder
  • Senses darkvision 60ft., passive Perception 14
  • Languages Common, Goblin
  • Challenge 4 (1,100 XP) Proficiency Bonus +2

Keep Sight. The Tengu has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The Tengu has advantage on saving throws against spells and other magical effects.

Magic Weapon. the Tengu's weapon attacks are magical.

Actions

Multiattack. The Tengu makes one feather fan attack, and one talon attack.

Talon. melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6+3) piercing damage.

Feather Fan. melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 14 (2d10+3) slashing damage.

Yamauba Hag

Witches of the mountains and forests, the Yamauba hags are corrupted humans who disguise themselves as old ladies in order to trick travelers and guests into becoming their next meal.

Exiled Criminals. A yamauba is born when a young woman who has been accused of crimes and slights is run off into the woods and forced into exile. Alternatively, a yamauba can also be born when an elderly lady is abandoned by their families within the forests, wherein their rage consumes them and forces their transformation. Once this transformation has taken place, despicable acts against any mortals who they happen to cross become an uncontrollable desire, and the consumption of mortal flesh becomes their ultimate goal.

We Strike at Night. A yamauba often waits until the dead of night to reveal it's true form and take any devious actions they may be planning. During the daytime, the yamauba disguises itself as a elderly lady, often setting up huts by the roadside where they offer shelter, food, and a place to sleep for the night to weary travelers. Come night time, the yamauba will shed her disguise, revealing her ugly, old, demonic form, and they will trap their guest and consume them.

One who can see through illusion magic, will easily notice any disguised yamauba hags attempting to entice them, however, for the regular mortal, the easiest way to determine if an old lady is a yamauba is to keep an eye out for some hided horns or fangs, as often these parts of a yamauba are hard to hide with illusion magic.

Covens. A yamauba hag that is a part of a coven (see the "Hag Covens" sidebar: Monster Manual pg. 176) has a challenge rating of 7 (2,900 XP)

Yuki-Onna

Known throughout the archipelago as the snow woman, the yuki-onna are the ghosts of blizzards and snow covered mountain tops. With skin as white as the fresh snow, and as cold as the winter, the yuki-onnas stalk lost travelers, floating above the snow as to leave no tracks.

Spirits of Winter. The souls of those who die of hypothermia within the cold months can sometimes manifest as wandering spirits forever trapped within the cold domain that took their lives. These spirits--the yuki-onna--manifest and settle in lands of extreme cold, or atop mountains where the snow never melts.

For As long as their souls wander the cold deserts they now call home, a yuki-onna will seek to drag the living into the very hell they are forced within, targeting wanderers who make the mistake of entering their territory, and attempting to either trick them into dying to exposure, or outright killing them in a cold but gruesome way.

When winter eventually reaches the lands, a yuki-onna territory expands, and they will leave the norther isles and snowy mountain tops to terrorize nearby villages, tricking people into welcoming them indoors where they will eventually kill the mortal within their sleep.


Yamauba Hag

Medium Fiend (Yokai), Typically Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 180 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

  • Skills Deception +7, Insight +7, Perception +6, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities charmed
  • Senses darkvision 60 Ft., passive Perception 16
  • Languages Common, Infernal, Primordial
  • Challenge 5 (1,800 XP) Proficiency Bonus +4

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: dancing lights, detect magic, minor illusion
2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (insight) check.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

Beastiary | Seishin

Adolescent Protectors. While the yuki-onna is known for stalking and attacking those who offend her or tramps into her territory during the cold winter nights, It is known that there are cases where a person can survive a yuki-onna's ire. If a child were to be lost to the blizzards of the winter and come across a wandering yuki-onna, the child will find themselves protected by the lady, and often times returned to a nearby settlement, never to be targeted again. It is thought that this may be due to a maternal instinct within a yuki-onna, or parhaps something more magical prevents them from harming those who have yet to reach adulthood.

Undead Nature. The yuki-onna doesn't requires air.

A Yuki-Onna's Lair

Yuki-onna settle within territories of vast snow, setting up a home within a sheltered region, such as an icy cave, or abandoned hunter shack. During the daytime and most nights without snowfall, a yuki-onna will wait and rest within their lair's, often entertaining random guests who pass by in an attempt to trick them into their deaths.

Lair Actions

On initiative count 20 (loosing initiative ties), and while fighting within their l;air, a yuki-onna can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Icy wind and stinging snow swirls around the yuki-onna. All creatures that are not immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 10 feet of the yuki-onna. This effect lasts until initiative count 20 on the following round.

  • The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the yuki-onna's foes. Attack rolls against the yuki-onna and her allies within the lair have disadvantage until initiative count 20 on the following round.

  • A wall of dense snow springs into existence within 120 feet of the yuki-onna. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the yuki-onna uses this action again, or she dies.

Regional Effects

The region containing a yuki-onna's lair is warped by their magic, creating one or more of the following effects:

  • Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.

Beastiary | Seishin


Yuki-Onna

Medium Undead (Yokai), Typically Lawful Evil


  • Armor Class 16 (Natural Armor)
  • Hit Points 128 (15d8+60)
  • Speed 0 ft, fly 30 ft. (hover)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 13 (+2)) 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Persuasion +9, Stealth +9
  • Damage Vulnerabilities fire
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Elvish, Sylvan
  • Challenge 10 (5,900 XP) Proficiency Bonus +5

Innate Spellcasting. The yuki-onna’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The yuki-onna can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind, ray of frost
3/day each: misty step, sleet storm, wind wall
1/day each: cone of cold, control weather, ice storm

Shapechanger. The yuki-onna can use its action to polymorph into a Medium cloud of mist or snow, or back into its true form.

While in mist form, the yuki-onna can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.

Legendary Resistance (3/Day). If the yuki-onna fails a saving throw, it can choose to succeed instead.

Magic Resistance. The yuki-onna has advantage on saving throws against spells and other magical effects.

Misty Escape. When it drops to 0 hit points outside its resting place, the yuki-onna transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, and it gains 50 temporary hit points.

While it has 0 hit points in mist form, it can't revert to its yuki-onna form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its yuki-onna form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Yuki-Onna Weaknesses. The yuki-onna has the following flaw:

Forbiddance. The yuki-onna can't enter a residence without an invitation from one of the occupants.

Youth Rites. The yuki-onna can't harm humanoid creatures that have not reached adulthood.

Actions

Multiattack (Yuki-Onna Form only). The yuki-onna makes two attacks, one of which can be paralyzing touch.

Unarmed Strike (Yuki-Onna Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage.

Paralyzing Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of it's turns.

Charm. The yuki-onna targets one humanoid it can see within 30 feet of it. If the target can see the yuki-onna, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the yuki-onna. The charmed target regards the yuki-onna as a trusted friend to be heeded and protected. Although the target isn't under the yuki-onna's control, it takes the yuki-onna's requests or actions in the most favorable way it can, and it is a willing target for the yuki-onna's draining kiss.

Each time the yuki-onna or the yuki-onna's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the yuki-onna is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

The yuki-onna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yuki-onna regains spent legendary actions at the start of its turn.

Move. The yuki-onna moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The yuki-onna makes one unarmed strike.

Draining Kiss (Costs 2 Actions). The yuki-onna kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 20 (3d10+4) cold damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Beastiary | Seishin

  • The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.
  • Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.

If the yuki-onna dies, these effects fade over the course of 1d10 days.


Credits

Created by Nicholas H.
Proofreaders/Balancers: Daveid D.D., Jory C.

Art in Order of Appearance

"Storm Dragon" by Randy Vargas (vargasni)
"Baku" owned by NEOWIZ GAMES
"Inktoblins: 21-Chef" by 𝐓𝕠𝕟𝕪 𝐇𝖔𝖚𝖘𝖙𝖔𝖋𝖈𝖆𝖗𝖉𝖘
"ゲン" by janet51126 (Umbrella369)
"Kitsune" by Art of Neight
"Tanuki Cover" by PerryHan Zhang
"Minamoto Yoshinaka and His Four Retainers Defeat the Tengu in the Deep Mountains of Kiso (Minamoto Yoshinaka Shitennô to tomo ni Kiso no okuyama ni tengu o taiji su)" by Shunshô ga
"Yuki-Onna" by JOHAN EGERKRANS
"I Shall Seal The Heavens Cover Art" by Victor Tan
"Jorogumo" by Mona Finden