Planeshifted Guide to Kamigawa

by grzart

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A Planeshifted Guide to
Explore Magic: the Gathering's sci-fi plane of Kamigawa in this homebrew rules expansion and campaign setting guide

Credits



  • Editor:
  • Joe Rodriguez



Artist Credits:
Alayna Lemmer-Danner, Alexander Mokhov, Anastasia Ovchinnikova, Andrew Mar, Anna Pavleeva, Anna Steinbauer, Antonio J. Manzanedo, Artur Nakhodkin, Aurore Folny, Bryan Sola, Carl Critchlow, Chase Stone, Chris Ostrowski, Chris Rahn, Cristi Balanescu, Daarken, Daniel Zrom, David Auden Nash, Dominik Mayer, Donato Giancola, Eelis Kyttanen, Esuthio, Evyn Fong, Fajareka Setiawan, Fariba Khamseh, Fiona Hsieh, Francisco Miyara, Gaboleps, Hector Ortiz, Hugh Pindur, Ilse Gort, Iris Compiet, Jarel Threat, Jason Kang, Jehan Choo, Jesper Esjing, Johan Grenier, Josh Hass, Julian Kok Joon Wen, Justine Cruz, Justyna Dura, Kamila Szutenberg, Kekai Kotaki, Khang Le, Konstantin Porubov, Leon Tukker, Lie Setiawan, Lorenzo Lanfranconi, Lorenzo Mastroianni, Lucas Staniec, Manuel Castañón, Mark Zug, Marta Nael, Milivoj Ćeran, Miranda Meeks, Mirko Failoni, Nicholas Gregory, Olivier Bernard, Pauline Voß, RK post, Rudy Siswanto, Ryan Yee, Sam Burley, Simon Dominic Brewer, Steve Prescott, Tuan Duong Chu, Tyler Jacobson, Victor Adame Minguez, Viko Menezes, Wayne Reynolds, Xavier Ribeiro, Zara Alfonso, Zezhou Chen



Disclaimer: You agree to use Public Access Network Terminals at your own risk. The Imperials assume no responsibility for any surgehacking, syphoning, spell-theft, or semblance fraud that may occur from use. Thank you and have a wonderful stay in Towashi!


Playtesters & Contributions:
The 77 Crew, /u/AlasBabylon_, /u/TrippyGame, /u/InaraTheTeenageLich, /u/greatnebula, /u/ShoggothHat


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  • Other Planeshifted Guides:
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  • Ikoria, a mutation monster manual
  • Amonkhet, inspired by ancient Egypt
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Changelog
  • Version 1.7
    • Expanded chapter 1 Life in Kamigawa
    • Added lore information for the Phyrexian Invasion
    • Expanded in-universe languages for more nuanced Kamigawa adventures (including monster stat block updates)
    • Updated Towashi information based on Selected Field Reports on Kami
    • Updated mechanical verbiage
    • Additional fixes, corrections, and updates

A Planshifted Guide to Kamigawa: Neon Dynasty is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.

Art by Lorenzo Lanfranconi
@lorenzolanfranconi
Welcome to

Kamigawa

W

e have endured lifetimes of war and carved our way to peace by blade and conquest. Now, united at last under Kyodai's guidance, we lay down our weapons and open our minds.
— Aoha

General of the First Emperor


The world of Kamigawa is one where new meets old, where magic and technology converge and collide in unexpected ways. Magic is the domain of the kami, spirits or gods of the realm that associate with all things. The Kakuriyo is the spirit world, the plane of existence where the kami dwell. Its other half is the Utsushiyo where mortals live. These planes of existence are slowly merging, allowing the kami to pass into the mortal world and become a part of it.

The Kami War

12,000 years ago, daimyo Takeshi Konda used powerful magic to pull an aspect of O-Kagachi, the supreme kami of all kami, from Kakuriyo. This greatly enraged the spirits, who turned against the physical world with a vengeance. The war finally ended in its twentieth year when Princess Michiko Konda managed to free the kidnapped aspect, Kyodai, and defeated O-Kagachi and Lord Konda. The death of O-Kagachi caused the barrier between the two realms to break down, thus precipitating the merging of the two realms.

Neon Dynasty

In the modern era, Utsushiyo has transformed into a futuristic world of cyberpunk ninjas and samurai, where tradition and modernity meet. The Kamigawans have discovered electricity, experienced an industrial revolution, and entered a computerized era. Some kami have adapted, taking on industrial-style bodies, while other kami oppose these changes.

The current Emperor has disappeared from the world, leaving the kitsune Light-Paws acting as regent in her stead to juggle growing tensions between factions as the plane barrels forward into the future.

About this Book

This document is an in-depth guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Kamigawa.

Chapter 1 provides an overview of life in Kamigawa, along with the various factions and locations found there. If you're looking for more information, check out A Planeswalker's Guide to Kamigawa: Neon Dynasty.

Chapters 2-4 provide a guide to creating a character in Kamigawa, introducing seven new races, guidelines on playing different classes, and collections of new backgrounds, items, and spells.

Chapters 5-6 provide a collection of stat blocks for vehicles, kami, and various creatures found in Kamigawa.


Chapter 1

Life in Kamigawa

Art (previous) by Lucas Staniec
@lucasstaniec

This chapter offers an overview of life in Kamigawa, including information on various factions and locations. Whatever a character's origin, any native of Kamigawa would be familiar with the currency and language, and the plane's relationship to kami and technology.

Kami

The kami are the great spirits who come from Kakuriyo, the spirit world. Kami are manifestation of all things on Kamigawa; each place, event, and concept has a spiritual counterpart in Kakuriyo.

Because of this, kami come in an overwhelming variety of forms, even among the same "species" of kami, and their brand of magic is mysterious and beyond anything mortals have conceived. There might be a kami of a specific object, like the kami of imperial dishware, or powerful overarching concepts like Kyodai, the soul of Kamigawa.

When the kami manifest into the ordinary world, their manifestation is a bit unstable and creates strange glowing energy objects orbiting around them. Mortals who bond to kami often display these orbiting objects as well. Furthermore, the strange of nature of kami magic often creates "glitch"-like iridescent cubes and strange shapes near merge-gates, or whenever spells are cast.

Kami are a very common sight, both on the streets of Towashi and any place near a merge-gate, openly interacting with others. Depending on their manifestation, kami can be harmful, helpful, or indifferent towards mortals.

You can learn more about notable kami starting in Chapter 6.

Technology

For much of Kamigawa's history, power was concentrated in the hands of the elite. More recently, however, Kamigawa has found itself facing significant disruption to this status quo as new innovations have made access to power more widely and cheaply available to all. Key among these innovations were two: enhancers invented by the akki artisans of Sokenzanshi, and the method invented by the Saiba Futurists of drawing power directly from the spirit realm.

The akki artisans had a long tradition of invention and ingenuity, as well as effectively using their scarce resources to great effect—including kami-granted powers. Thanks to the enhancer, even though few people had deep relationships with the kami, they were now able to apply more efficiently whatever powers they had been granted.

At the same time, the Saiba Futurists were conducting experiments with merges to test the nature of the spirit realm. As an unintended side effect, they discovered a way to draw on magic directly, without needing to form a bond with kami. These two technologies soon combined to form the basis of the boom in new technology that exploded across the plane.

    Among the more common pieces of technology is the personal wrist-mount, which can store useful data such as credit chips and identification. Holograms are used as interfaces for most technology, and security comes in the form of semblance or fingerprint scanners.

Wireless communicators provide the basis for networks of systems that control technology, such as the public access terminals around Towashi that provide residents with up-to-date information on everything from traffic delays to hostile kami sightings. Capture trees are used as stationary security cameras throughout the Empire.

Automatons are commonly used to perform basic or menial tasks, while mechs are powerful vehicle suits that allow the pilot to perform physical tasks far beyond their normal capabilities.

The modern era has also seen the incorporation of technology into everyday equipment, with technologically empowered weapons and armors, plasma cannons, and personal hover bikes now being common sights in Towashi.

Currency

The unit of currency in Kamigawa is the Ryō, originally minted in gold, silver, and copper coins. In the modern era, most people use either credit chips to wirelessly access a bank account, or translucent holographic bank notes. Though minted coins are no longer used, copper coins with holes in the middle are sometimes offered at kami shrines.

Currency
5e Coinage Ryō
Copper 0.1
Silver 1
Gold 10
Platinum 100

Dating System

There are ten Kamigawan months of 30 days with 24 hours, with time recorded in a 24 hour notation. Dates are recorded as a string with the two-digit month followed by a two-digit day, a period, and the year; i.e., the first day of the eighth month of the current year is 0801.1336. A holiday called the Lantern Festival begins by 0914 and runs until 0918.

Languages

The known and possible languages in Kamigawa that a character might speak and understand are listed below.

Kamigawa Languages
Language Typical Speakers
Celestial Kami
Common Humans
Goblin Akki
Infernal Ogres, Oni
Kitsune Kitsune
Moonfolk Moonfolk
Orochi Orochi
Nezumi Nezumi
Phyrexian

A few secret or exotic languages are used on Kamigiawa as well. Druidic is a ritual tongue, used by ancient shamans as part of the verbal components for spells to commune with the kami. Thieves' Cant is a language cipher used by Reckoner gangs since before the Kami War, still favored in communications between criminals in Towashi's underworld.

Kamigawa History

The Kami War

The Kami War was a devastating conflict that took place on Kamigawa starting around the year -20. It was instigated by Takeshi Konda, Daimyo of Eiganjo. With the assistance of his wizards he performed a ritual that allowed him to breach the veil of Kakuriyo and kidnap a kami. The spirits retaliated with a war that raged for nearly twenty years, until Takeshi's daughter Michiko and ronin Toshiro Umezawa freed the kidnapped spirit and defeated the daimyo.

The freeing of the spirit resulted in it bonding with Michiko. Her new spirit sister took on the form of a dragon and was known as Kyodai. In the aftermath of the kami war, Michiko Konda became the first Emperor of Kamigawa, and ruled alongside Kyodai in an era of peace.

The Shattered States Era

After the prosperous reign of Michiko Konda, her descendants worked tirelessly with the great kami Kyodai to maintain her legacy and uphold order and justice in Kamigawa. However, as generations passed, these noble pursuits gave way to dynastic in-fighting. When tensions erupted into assassinations and an attempt to usurp the throne, Kyodai stripped the Konda family of their hereditary duty as rulers. From then on, they would be ordinary citizens, and the emperor would never again be chosen by blood. Now, the kami would elect rulers for their noble qualities and commitment to the nation.

Era of Enlightenment

With the guidance and wisdom of Kyodai, the Imperials ushered in an age of collective peace and prosperity. The arts flourished until performers lined every street, and strides were made to improve relations with the kami so mortals could live a harmonious life filled with magic. New laws were written to ensure fair treatment of every citizen—mortal or spirit—renewing the faith in their leaders.

As decades and centuries passed, the mortals of Kamigawa noticed an increasing number of kami inhabitants sharing their homes. A few of these kami were friendly, but many more were upset, even dangerous. Having spent their lives in service to the kami, the monks of the Order of Jukai went to investigate. They discovered strange rifts in the atmosphere that ejected confused kami onto the plane. The mortal and spirit realms had begun to overlap, and they would eventually merge into a single unified realm.

The Jukai brought this discovery to Eiganjo and Otawara, and they collaborated with the Imperials and Minamo to develop what would later be known as the merge gates, which represented a new milestone in the co-existence of Kakuriyo and Utsushiyo.

The Phyrexian Invasion

Two years ago, a mysterious biomechanical horror known as Jin-Gitaxias arrived on Kamigawa. A hive-mind creature known as a phyrexian, Jin-Gitaxias experimented on captured kami, hoping to unlock a method to infect them and turn them into phyrexians as well. His experiments produced the knowledge of how to compleat the soul, so returned to the world of Phyrexia to plan for their invasion one year later. The fiends invaded many planes of the known multiverse, including returning to Kamigawa in full force. The Phyrexians were ultimately defeated, but the plane suffered heavy losses.

Aftermath

With Kyodai distracted from her duties guarding the barrier between realms, oni began escaping into the mortal realm during the invasion, leading to an increase in dangerous kami attacks and a resurgence of oni cults. As the plane rebuilds, Reckoner gangs wreak havoc, the Imperial finds itself warring with the Asari, and the Saiba Futurists plot and plan; the modern age of Kamigawa is full of adventure.

Art by Johan Grenier
@johan_g

The Imperial Court

The Imperials are the most widespread and powerful organization on Kamigawa, founded to help Kyodai manage the merging of the mortal and spirit realms. Over time, they expanded into government and rulership. Although peaceful management remains the heart of their organization, they are not afraid to bring their authority to bear on any activity that threatens their mission. The current regime takes an active, widespread role in restricting new technologies, which they insist is necessary to maintain social stability.

Those wishing to join the Imperials must undergo a grueling education. Trainees frequently go on to become samurai, kami intercessors, moth riders, and mech pilots. Some families have served the Imperials for generations, and their children begin training from the time they can hold a sword. But people from all walks of life are encouraged to join—loyalty, not social class, is what's important to the Imperials. Through dedication and hard work, one can rise to positions of wealth and power.

The Imperial court interacts with the kami frequently, and many kami willingly work with the Imperials, lending their power to help them deal with merges and the possible side effects of merges. The title "Emperor of Kamigawa" is given to whomever the kami Kyodai has chosen to bond with, thus connecting them to the body and soul of the plane.

The current Emperor is missing. She appointed the seven-tailed kitsune Light Paws as acting regent in her stead.

Imperial Intercessors

Intercessors are trained Imperials who help keep the peace throughout the Empire, responding to reports of kami akin to a specialized police force. They are organized into several divisions including enforcement, engineering, exorcism, and merge handling.

The Asari Uprisers

The Asari Uprisers aim to overthrow what they see as oppressive, authoritarian Imperial rule. They believe power and technology should be shared rather than hoarded, and that the Imperials are outdated and regressive. Fealty and loyalty are honored. Disloyalty and betrayal are punished. Uprisers frequently clash with Imperial enforcers in the middle of the streets, especially in Sokenzanshi, a mountain city of artisans and artificers that has borne the full weight of the Imperials' restrictive edicts. After the emperor disappeared, the Uprisers began preparing a large-scale coup.

The Uprisers are composed of flat, decentralized ranks of samurai, soldiers, and artillerists supported by their community artisans and inventors. They maintain no formal headquarters, preferring transient meeting rooms sprinkled throughout the city.

The Uprisers focus on practical, physical solutions rather than abstract theories. Their limited resources mean they make do with whatever material they can scrounge together and take pride in caring for and repairing their own gear. Much of their equipment is pieced together from scraps, so no member's gear is the same as another's. Some artisans even pride themselves on never using "new" material.

The Uprisers are led by Risona, a human artificer who originally made weapons and armor for the Imperial court, but became disillusioned by the way they handled the Emperor's disappearance and the food shortage that occurred in Sokenzashi because of it.

Art by Evyn Fong
@evynfong

The Saiba Futurists

The driven, highly secretive Futurists are a technocratic elite at the forefront of technological innovation in Kamigawa. They believe strongly in innovation and pushing the boundaries of possibility, claiming impartiality to how the rest of the plane views their research. In theory, the Futurists obey Imperial restrictions on technological development, but in practice, they often dabble on the edges of the law—and in some cases step right over the line. Although many of their inventions have aided the entire plane, they often hoard the best knowledge for themselves to maintain power and status. Whispers say they've pushed the boundaries of technological development further than anyone can guess.

The Futurists are organized into divisions, each headed by a chief. All divisions have researchers and experimentalists, but some are secretive to the point of paranoia and employ agents of espionage. Projects are given cryptic code names and are surrounded by magical occlusion veils. The only person with complete insight into the entire organization is the head of the Futurists, whose identity is shrouded in mystery.

Most Futurists prefer not to rely on kami magic because they see it as putting themselves at the whim of the kami. They would rather be free to experiment and explore on their own terms. Occasionally, they'll consult with kami, but for the most part, they prefer to rely on their own ingenuity to figure things out. Nevertheless, some individual Futurists have chosen to experiment with kami magic and the very forces that govern reality.

The current director of the Saiba Futurists is the moonfolk Emire (LN moonfolk mage). He is called the Living Breakthrough because he has augmented himself with extensive prototype origami enhancements, and some believe he may be as much machine as mortal.

Art by Anna Pavleeva
@annapavleeva

The Reckoners

The Reckoners form a sprawling, loosely connected series of criminal gangs that trace their history to before the Kami War. Usually, they operate openly as legitimate businesses, but anyone who crosses them is quickly met with harsh violence according to a strict code. Alliances, betrayals, and turf wars between gangs are common, but those same gangs will unite against outsiders. Of Kamigawa's major organizations, the Reckoners are the most flexible and have no problem relying on both technology and kami powers—whatever gets the job done. They aren't very concerned with what the future should look like—so long as they can profit from it.

The Reckoners attract members who have grown disillusioned with society. Many an embittered, cynical Imperial samurai has joined the Reckoners' ranks, but they also recruit poisoners, kami channelers, and ninjas. No matter a person's origin, there's a strong sense of family and fellowship within the Reckoners.

Tests of loyalty are demanded on a regular basis. Every member of the Reckoners is inked with magical tattoos that ensure loyalty and prevent betrayal; the penalty of leaving or crossing is a reckoning. As a recruit climbs the ranks, they receive additional tattoos, each representing a new binding or connection forged within the gang. Bosses are often tattooed from neck to toe.

Oni Cults

People from all walks of life are drawn to demon worship, seduced by the promise of power and destruction offered. Though they're collectively referred to as cultists, individual practitioners have little to do with each other. Many are openly hostile to each other, so they tend to live in places where they can blend in or move frequently to avoid attracting unwarranted attention. Nevertheless, they all share a similar goal: feed their demon patron enough power to break the bindings that chain them to the spirit realm.

Demons themselves are entities of chaos and destruction that were locked away in the spirit realm by Kyodai centuries ago. Cut off from the mortal realm, they are unable to feed freely, and their power dwindles. The cultists' most well-known figure is Hidetsugu, once an ogre who merged with the All-Devouring Oni of Chaos to become an entity of destruction and hunger incarnate. He is both revered among other demon cultists for having achieved the impossible and simultaneously the one they all want to devour to take his role.

Art by Aurore Folny
@aurorefolny

The Order of Jukai

The Order of Jukai believes that technology is damaging the fabric of nature. When its leader, the orochi Shigeki (CN orochi assassin), bonded with a nature kami, he experienced a prophetic dream of the spirit realm shattering. He vowed to stop the vision from coming true and named his new Order after the moment when the Jukai forest expelled all mortals, including his own ancestors. The Order grew swiftly as others had similar visions of the spirit realm's destruction. They actively despise the Saiba Futurists and desire to destroy their floating headquarters.

The Order is organized in decentralized cells scattered throughout the plane. Cells are small, typically comprised of a few stealth operatives and a kami channeler or two. They mobilize quickly and hide when needed, favoring decisive acts of swift destruction. Their preferred method is to infiltrate a technological center and then unleash destruction by either detonating a device imbued with kami magic or summoning an actual kami. These strikes are controlled and targeted: they wait until the area is as empty as possible and never attack residential zones. However, they won't hesitate to cut down anyone who gets in their way. On the last day of a Jukai agent's training, they are given a powerful relic blessed by the kami.

Kami take a very active role in shaping and guiding the Order of Jukai, providing power, friendship, and a shared sense of purpose. Some members and kami share such a deep, personal connection that the kami will grant the mortal permission to access the deepest recesses of their magic. These channelers can call upon powerful spirits and primal forces of nature.

The Living Historians

On a changing plane, the Living Historians fear that the past is in danger of being forgotten or quietly erased. Even if they don't have a complete picture of the past, they still endeavor to preserve it, recording events as faithfully as they can without bias or omission. They tattoo these stories onto their skin and bring them to life through dance, theater, and song. The tattoos magically rise into the air during their performances as moving illustrations of historical events. Although their training instructs them to erase their personal biases, some might argue that the very nature of their art means they inherently inject their perspectives into their work.

The Living Historians were founded in the wake of The Kami War by Reki, the History of Kamigawa and Azusa. They wanted to preserve the knowledge that was in danger of being lost amidst the chaos of their changing plane. Azusa's diary became a pivotal firsthand document in this reconstruction process and remains one of the Living Historians' most sacred texts.

Jukai Forest

The Jukai Forest is an ancient forest composed mainly of huge cedar trees. It is almost as large as all the surrounding territories combined, and its farthest edges haven't been fully explored. The forest is the ancestral home of the Orochi, and is still home to a number of their colonies, such as the village of Susuki. Sugi Hayashi is a kitsune village that lies at the mouth of the Akagi river.

Art by Kamila Szutenberg

Towashi city

Towashi is the main city in Kamigawa, characterized by looming skyscrapers, large neon signs, and vibrant cherry trees. It was built in a cleared-out part of the Jukai Forest. It is the seat of Imperial power. Now, kami and humans alike live among its towering skyscrapers. The streets are always packed, no matter the time of day. Its prime location along the coast makes it a hub for commerce, and its proximity to the forest provides shelter from the elements. Hovering lanterns and neon lights brighten a lower city that would otherwise be drowned in shadows throughout the day, and those same lights transform the city at night into a beacon of dazzling colors.

Boesiju District

Boseiju was the oldest and largest living tree in Kamigawa and the only remnant of the Jukai Forest within Towashi city limits. Its branches dwarfed the surrounding skyscrapers, casting a near-permanent shadow over the city beneath. At its roots, Kaima, the kami of forest fellowship (CN giant boar) once dwelled. The tree was destroyed during the Phyrexian Invasion, but the Imperials and Jukai monks have begun a joint effort to encourage the growth of a new great tree from Boseiju's sapling, assisted in Kakuriyo by Kaima.

When dwellings were constructed on the tree itself, the Boseiju District arose as a haven for those who sought to escape from frantic modern life and be in touch with nature. In the heart of this district is an Imperial Shrine to Kyodai.

Other notable locations in this district include the Umase Onsen hot spring & resort, the airtrain platform Yuyama Station, the Office of Imperial Affairs, numerous Pier warehouses, and the Dejima Aqueduct.

Undercity

The Reckoners are spread throughout Kamigawa, but the Towashi Undercity has the largest concentration of gangs. The district is shrouded in the near-perpetual shadows cast by Boseiju and the towering, cramped skyscrapers above. Gangs rule the streets, enforcing their own codes that can vary from one city block to the next, depending on who runs that territory. The Dragon's Well is a venerated, protected meeting site where the heads of different gangs meet to hash out disagreements and make formal treaties.

The Undercity houses a flea market known as the Night Market where less than legal goods can be peddled. It is rumored that somewhere in the Undercity, there is a fighting pit that looms over a deadly chasm, where warriors test their skills and only the strongest survive. The Undercity is also home to the Kozue Sake Bar and Orime Station.

Art by Artur Nakhodkin

Other Locations

Towashi Central district includes a large central Marketplace, where merchants from all over the plane sell their wares. In a nearby alley, you can find Itachi's Noodle Bar, run by Itachi (CN nezumi Commoner). The bar is known for its collection of information, rather than the Undercity mushroom ramen.

The Financial district includes a large number of corporate buildings and Soratami labs. Here one can find the Towashi Arcade, full of video games, holo-card gaming tables, and celebrity signing events.

The Marina district includes a port that borders lake Kamitaki. Metroplitan North and Metropolitan South are residential districts, where most homes and apartment complexes can be found.

Far Corner is a neighborhood on the border between Towashi City and Jukai forest. In the past, it was a village belonging to the Jukai forest. Nearby, one can find a communal fountain. The natural beauty of the place is often overshadowed by holographic adverts.

Throughout Towashi, connecting each of its districts, are the Painted Roads. These are ancient bridges where kami law is inscribed. These places are generally avoided, as kami migrate to these bridges, but those who wish to appease the kami can be found leaving offerings here.

Art by Julian Kok Joon Wen
@juliankok

Towabara

Towabara is the massive plain at the center of Kamigawa. Within Towabara there are numerous Imperial villages; including Kodaira, built around an Imperial military outpost, and the village of Kofu which lies at the foot of the mountains.

Eiganjo

Eiganjo Castle was built by Takeshi Konda, instigator of the Kami War, and was built upon the bones of its ancient former castle self, Eiganjo is a place where ancient shrines and ancestral homes exist side by side with sleekly modern structures. Ancient architecture is painstakingly maintained and incorporated rather than torn down or built over, creating a sense of elegance and harmony between past and present.

The Imperial Palace proper is where high-ranking members of the Imperial court live and work, and pilgrims come to seek an audience with the emperor. The main shrine to Kyodai, the guardian spirit of Kamigawa, is located within the palace. The castle also boasts a magnificent sakura garden.

Outside of the palace is Eigan Town, a large human settlement, and Golden-Tail Academy, the most famous and unparalleled Samurai academy. The current headmaster is Swift-Arm (LG kitsune seven-tail mentor).

Araba

The Araba is a blasted wasteland north of Towashi, full of craters from the Kami War. There one can find Reito, a decimated and abandoned human mining city, where the first attacks of the war began. Reito is said to still be haunted by lingering kami.

Art by Alayna Lemmer-Danner
@alayna

Kamitaki

Lake Kamitaki is a large body of water in the North of Kamigawa, bordering the Towabara Plains, Towashi (which used to be the Jukai Forest), and the Takenuma swamps. From it flows the great Kamigawa River and the lesser Akagi River. Mikokoro is a rumored sacred island of crystal, that lies at the heart of the seas north of Kamitaki.

Minamo

Minamo is the "school at water's edge," built around and above the lake and the Kamitaki Falls. The academy is comprised of both ordinary buildings and buildings held magically aloft. It served as a place of study of magic, history, and kami before the Kami War. The school is still operational, but with the advent of technology, has been largely replaced by Otawara.

Otawara

Otawara is a floating city of the Soratami, resting in the clouds above Kamitaki. Many of its buildings are covered in metal and glass. There are surveillance drones everywhere, and enormous, origami mechs that prowl the edges of the floating city.

Formerly the exclusive domain of the moonfolk, the floating city has opened its doors to intrepid researchers of all kinds. Nevertheless, it remains a place of beauty and mystery. Mist and clouds swirl between buildings. Pathways and entrances are hidden and deliberately confusing, meant to dissuade outsiders. The only place non-moonfolk are still forbidden is Oboro, the Ancient Palace, which is considered sacred ground to the moonfolk and guarded day and night.

Art by Alayna Lemmer-Danner
@alayna

Sokenzan

The Sokenzan mountain range is the largest in Kamigawa and it lies south of Eiganjo. It is the ancestral home of the akki and o-bakemono. It is currently the center of operations for the Asari Uprisers.

Other locations include Ganzan Pass, an infamously deadly pass through the mountain range. There is a famous merge-gate in the mountains called the God's Eye gate. Another site of interest is the ruins of Godo's Hall, the meeting place of an infamous ronin bandit lord.

Sokenzashi

The hardy, self-reliant city of Sokenzanshi is home to a thriving community of independent artisans and tinkerers. Foundries and ironworks are built right into the sides of the mountains to shelter from frequent snowstorms and tap straight into the fires at the mountain's heart. Life in the mountain city isn't the easiest, and those who call the city their home are stubborn, resourceful, and fiercely committed to their way of life. A system of natural mineral hot springs dot the slopes surrounding the city and are very popular all year round.

Shinka Keep

Also called the Bloodsoaked Keep, Shinka was the hermitage of Hidetsugu, the o-bakemono who worshipped and merged with the All-Consuming Oni of Chaos. Its exact location is only known to a select few oni worshippers. Today, ogre mages and oni cultists of all kinds make the pilgrimage to Shinka to study magic and the oni.

Tendo Peaks

The Tendo Peaks are the steepest mountains of the Sokenzan, clothed in bitter cold. The Heart of Frost is a tall peak where dwells a legendary Yuki-onna (CE ghost), a kami of those lost in the snow. Untaidake is the tallest peak of the mountains, sometimes called the needle that weaves the fabric of creation.

Art by Sam Burley
@samburley

Takenuma

Takenuma is a fetid swamp of rotten bamboo, poisoned water, foul air, and perpetual dusk. It is the ancestral home of the nezumi. Oni made this area their home during the kami war. Many believe the swamps to still be cursed; without a proper burial, spirits of the dead can rise as wraiths.

Villages

Takenuma is home to several villages. Kitanosu and Takenosu are two nezumi villages deep within the swamps. The Temple of Kitanosu, now in ruins, was once home to Nezumi misers, insect-shamans who controlled swarms of swamp insects. Legends say that the temple still holds ancient scrolls with terrible secrets.

The village of Numai was originally a human village, but was long ago abandoned, becoming a safe haven for gangs, oni cultists, and dark mages. During the Kami War, Numai was home to the mahotsukai cult who worshipped the Myojin of Night's Reach. Today it is swarming with oni, nezumi misers, and other horrors.

Miren is a haunted well somewhere in the swamps, presumably built for a village that has long since sunk deep beneath the mire.

Shizō

Shizō, death's storehouse, is a battlefield ruin within the swamps. More than a hundred years before the Kami War, it was a verdant field with beautiful flowers, until two great daimyo set their armies against one another for nothing more than greed and ambition. After 891 samurai were killed all in one battle, in the name of such selfish causes, the meadow where they battled became a forbidden mire of mummified corpses in the mud.

It is rumored that the blood overflowing from this battlefield ran into the neighboring bamboo forest, and; thus Takenuma was born.

Tomb of Urami

No one is certain of the location of the Tomb of Urami, but many believe it lies hidden in the swamps of Takenuma because of the oni who dwelled there. According to legend, Urami, the kami of ceaseless hunger, made a pact with an ogre clan to procure corporeal food from the mortal world, in the form of mortals themselves. Rumors then spread that Urami had died, and many mortals ventured to see his grave; but others still claim that this is a trap set by the oni, who devours all who dare venture near his "tomb".


Chapter 2

Character Options

Art by Marta Nael
@martanael
Art (previous) by Dominik Mayer
@dtmayer

Races

At 1st level, you choose your character's race. This section presents eight race options and provides information to help you understand your character's place in this setting. When you create a character for a campaign or adventure set on the plane of Kamigawa, you choose from one of the race options presented here, and follow these additional rules during character creation.

Ability Score Increases

When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.

Languages

Your character can speak, read, and write Common. At your DM's discretion, your character might know or be able to learn another one of Kamigawa's other languages. You can learn more about the languages in Kamigawa in Chapter 1.

Creature Type

Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.

Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead.

Age

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. In Kamigawa, kitsune are known to be long-lived compared to other races.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you'd like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Proficiencies

Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.

Proficiency Swaps
Proficiency Replacement Proficiency
Skill Skill
Armor Simple/Martial weapon or tool
Martial weapon Simple/Martial weapon or tool
Simple weapon Simple weapon or tool
Tool Simple weapon or tool

Kami Races

Your DM may allow kami to be playable in your campaign. A race from the Player's Handbook, another D&D sourcebook, or other homebrew may be suitable for a kami player character race, at your DM's discretion.

Art by Olivier Bernard
@olivierbernard

Akki

Akki are a race of goblins native to Kamigawa's Sokenzan mountains; an ancestral homeland they share with the ogres. The akki are short and have skin that comes in a variety of red and brown hues, with a pair of tiny horns sticking out from their head, four-fingered hands and three-fingered toes with long claws, and no external ears. Akki have small, wiry bodies, but their backs are protected by large turtle-like shells covered in short spikes; these shells evolved over the years as akki pranks got more and more self-destructive.

Traditionally, akki form territorial tribes, which consist of warriors and shamans, led by a tribe elder. When akki encounter trespassers, they begin by trying to ward away the offender with small-time pranks usually involving fire and rocks, which slowly escalate in danger if the first few don't do the trick. During the time of the Kami War, many akki joined with the ronin and Godo's Bandits.

In the modern era, sensibilities toward akki have improved, and many rank among respected blacksmiths and samurai. With the advent of technology, akki have taken the unique practice of salvaging mechs and painting them in bright war paint; perhaps reminiscent of akki tribal cave inscriptions.

Akki Names

As a general rule, akki names consist of a reduplicated word; a word that has the same sound repeated twice, or a very similar sound, with no differentiation given for gender. Akki are not known to take family names.


  • Example Names: Ai-Ai, Ben-Ben, Goro-Goro, Ishi-Ishi, Keni-Keni, Kiki-Jiki, Ku-Ku, Lim-Lim, Oku-Doku, Rin-Rin, Tok-Tok, Uppo-Uppo, Zo-Zu

Akki Traits

You have the following racial traits.

Creature Type. You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Deception, Investigation, Sleight of Hand, or Survival.

Fire Resistance. You have resistance to fire damage.

Natural Armor. You have a turtle-like spiky shell. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Art by Bryan Sola
@bpsola

Human

Humans in Kamigawa are believed to come from the central plains of Towabara, where they were once ruled by the daimyo, feudal warlords. They are the progenitors and main citizens of the Empire, which was formed at the end of the Kami War to help Kyodai, the kami of the realm, to maintain the peace between the spirit and mortal worlds. Humans are also known for having befriended and trained the giant moths of Kamigawa as mounts, which the Imperials often ride into battle, and for having started Minamo Academy long before the Kami war.

In the modern era, humans can be found throughout Kamigawa in its many villages and cities, and among all of the various groups and factions found in the plane, showing their adaptability and versatility.

Human Names

Kamigawa humans have names that often reflect the natural world around them. They are born into a clan, with some clan names being infamous and stretching deep into Kamigawa's history.


  • Male Names: Isshin, Kaito, Kenshi, Raiyuu, Satoru, Tatsunari, Toshiro
  • Female Names: Eiko, Heiko, Michiko, Kotose, Naomi, Norika, Risona, Satsuki
  • Clan Names: Hashimono, Hisoka, Hizawa, Kataniwa, Konda, Kumano, Kuromoto, Maruichi, Nitta, Sakashima, Sasabuchi, Shizuki, Takashi, Takeno, Tanae, Tategami, Umezawa, Yamazaki

Human Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Human Determination. When you make an attack roll, ability check, or saving throw, after seeing the result but before the effects of the roll are resolved, you can reroll the die and must use the new roll. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Versatility. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.

Variant Traits

If your campaign uses the optional feat rules found in the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Versatility traits.

Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.

Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.

Art by Jehan Choo
@styloren

Kappa

Kappa are mysterious, water-dwelling folk native to Kamigawa. Little is known about them, but kappa superficially resemble turtles, including having shells on their back like akki. Before the Kami War, it was believed they were extinct. The Shell of the Last Kappa was a relic of considerable magical power and was kept at a shrine.

Kappa have since re-emerged from somewhere beneath the waves of lake Kamitaki. Some of these resurgent kappa have a penchant for wrecking technology, while others have been known to make unique use of it, such as incorporating firearms into their shells.

There are many legends surrounding the kappa; namely, that they love cucumbers and this weakness can be exploited by their enemies. Furthermore, it is said that the bowl on their head which collects water is the source of their power. Given how rare kappas are, no one can reliably verify these legends.

Kappa Names

Kappas use monikers instead of proper names, similar to how many kami spirits are named for the idea or subject they represent. Kappa monikers are given or chosen for the character personalities of the kappa who bear them. With those close to them, kappa may use nicknames that derive from these monikers.


  • Example Names: He-who-sculpts-figures-of-bronze, He-who-wrecks-technology, He-of-never-ending-hunger, She-of-ever-following-eyes

Kappa Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Amphibious. You can breathe both air and water.

Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Kappa Sara. Your head crests into a dish that can hold water. As long as the dish is full of water, you have advantage on ability checks you make to initiate or escape a grapple.

Natural Armor. Because of your shell, your base Armor Class is 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your Armor Class, and you have advantage on Strength and Constitution saving throws. While in your shell, you have the prone condition, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

Art by Hugh Pindur
@pindurski

Kitsune

The kitsune of Kamigawa are cunning, tricksy masters of diplomacy and swordmanship. They are curious and fond of playing pranks, mostly harmless ones for their own amusement.

Kitsune are long-lived beings with very strong beliefs in their traditions. They tend to live in large, close-knit family clans related through blood and marriage. Kitsune are proud of their lineages and are able to trace their ancestry back through multiple generations.

The more a kitsune experiences, the more tails they grow, with the wisest elders having nine tails. The average kitsune is slighter and shorter than the average human, with the top of a kitsune's head coming up to a human's chin. They have white fur with red markings.

Kitsune Names

Whatever a kitsune might be named at birth, a kitsune will often choose to change as it grows and gains more tails, reflecting its new understanding of the world and itself. Kitsune names are usually hyphenated and fixated on physical properties.


  • Example Names: Autumn-Tail, Iron-Claw, Light-Paws, Opal-Eye, Pearl-Ear, Rune-Tail, Silk-Eyes, Silver-Foot, Snow-Fur, Swift-Arm, Tender-Hand

Kitsune Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Many Tails of Wisdom. You have a fox-like tail, and you grow more tails as you grow in knowledge and experience: two tails at 3rd level, three tails at 5th level, four tails at 7th level, five tails at 9th level, six tails at 11th level, seven tails at 13th level, eight tails at 15th level, and nine tails at 17th level.

If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your gained knowledge to gain a bonus to the roll equal to your proficiency bonus. You can use this trait a number of times equal to the number of tails you have, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Trickster Fox. You have proficiency in one of the following skills of your choice: Acrobatics, Deception, Perception, Sleight of Hand, Stealth, or Survival.

Vulpine Cunning. You have advantage on Intelligence (Investigation) checks you make to determine illusions, and on Wisdom (Insight) checks you make to determine whether someone is lying to you.

Art by Cristi Balanescu
@cristib

Moonfolk

The moonfolk, or soratami, are an enigmatic race of humanoid beings who are capable of flight and dwell in floating cities of Kamigawa's sky. Physically, they are slim, possess blue-gray skin, and have long ears which they sometimes wrap over their heads.

The moonfolk claim to be descended from a moon Myojin. They live within the floating city of Otawara, which rests in the clouds above lake Kamitaki. They watch over the world below, mostly indifferent to the concerns of the surface folk. They have a high emphasis on the study of magic and technology, with the Director of the Saiba Futurists being a moonfolk researcher.

Moonfolk Names

Moonfolk do not use familial names, instead relying on mononyms. In rare cases, a moonfolk might hold a title that is recognized among their people and used to differentiate them from others with the same name.


  • Example Names: Chiyo, Eitoku, Erayo, Katsumasa, Kotori, Meloku, Tameshi, Tamiyo, Uyo

Moonfolk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting for that cantrip (choose when you select this race).

Kami's Legacy. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Flight. You have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Art by Ilse Gort
@ilsegort

Nezumi

The Nezumi are a race of anthropomorphic rats native to the Takenuma swamps. In times past, Kamigawa's other races ostracized and stereotyped the nezumi. Though in recent years the feelings toward the nezumi have softened, they are still oftentimes seen as outsiders in the Empire and its lands.

The nezumi traditionally live in independent swamp villages, or in roaming nezumi gangs. Nezumi did not have magical traditions until the theft of scrolls from Minamo Academy; nezumi then developed unique practices, such as that of the insect-shaman, sometimes called a miser, who can control swarms of Takenuma insects. These shamans also developed bone-reading, a type of divination. With the advent of technology, some nezumi samurai practice the bladeblessing, combining technology and magic to enhance their weaponry, while the nezumi of the legendary Okiba reckoner gang are renowned for being the best engineers and pilots of cyberbikes.

Nezumi have a wide range of gray and brown fur colors. They are characteristically smaller and lighter than other races, and so make naturally adept ninjas, spies, scouts, and pilots.

Nezumi Names

Nezumi have their own language in which they name themselves, but they often use translated names in the common tongue when among others. Nezumi names are usually compound words that describe the physical characteristics, personality traits, or professional habits of the person.


  • Example Names: Ashcoat, Black-nose, Greasefang, Ink-eyes, Marrow-gnawer, Nighteyes, Silver-fur, Skullsnatcher, Stabwhisker, Split-tail

Nezumi Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Murine Talents. You have proficiency in the Perception and Stealth skills.

Nezumi Resilience. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Art by Xavier Ribeiro
@lozano

Ogre

Known as o-bakemono, the ogres of Kamigawa are more intelligent than ogres of other worlds and possess considerable brute cunning. They originated in the Sokenzan Mountains, though most of their ancestors migrated to the swamps of Takenuma. They are taller than the other humanoids on average, with stockier builds. They have pointed ears and sharp nails, skin tones that range from reddish browns to purplish gray, and most have horns that protrude from their foreheads.

Traditionally, o-bakemono worshipped the oni, in contrast to the reverence of kami spirits by other cultures. Oni manifest from selfish and destructive concepts, which the o-bakemono view as necessary aspects of life. Their culture is defined by such concepts, valuing the power and strength of each individual. O-bakemono worshipped the oni with blood rites and sacrifices of living sentients in exchange for gifts of strength and supernatural powers. With the advent of the Kami War, the o-bakemono succeeded in freeing many of their oni masters from their spiritual prisons, together hoping to reshape Kamigawa on these principles.

In the modern day, o-bakemono culture has diversified. There are some villages and communities that still worship the oni, but many who do not, seeing the value in peace and community. Some o-bakemono even choose to become monks and worship the kami. O-bakemono who seek to distance themselves from the oni have a tradition of cutting off or shaving down their horns. Though they suffer a fearsome reputation, many seek to make peace and can be found in cities such as Towashi.

Ogre Names

Traditionally o-bakemono bear a single name given at birth. Some o-bakemono may be named after infamous oni, showing their reverence for the spirits.


  • Example Names: Goka, Hidetsugu, Kosei, Kuon, Muzan, Touma
  • Revered Oni Names: Kagemaro, Kuro, Kyoki, Seizan, Shimatsu, Yukora

Ogre Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Damage Dealer. When you roll a 1 on a damage die for a melee attack, you can reroll the die and use the new roll.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Heavy-handed. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for unarmed strikes.

Sokenzan Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Art by Jarel Threat
@jthreat

Orochi

Orochi are anthropomorphic four-armed snakefolk who originally inhabited the Jukai Forest of Kamigawa. Their culture revolves around reverence for the kami of the land and nature, and their magic is noticeably tied to the seasons. Orochi traditionally live in colonies, built with a unique egg-like architecture. Orochi eggs are tended by a Broodmistress and her Eggwatchers. Orochi colonies are interestingly devoid of tombstones; by tradition, the dead are buried with a tree sapling, so they would become a part of the forest after death.

The orochi form three distinct tribes: the Kashi tribe, who house and breed warriors; the Matsu tribe, who raise spies and scouts; and the Sakura tribe, who preserve the orochi rituals and teachings.

In ages past, the orochi had legs like any other humanoid race in Kamigawa. After the Kami War, the orochi were forced out of their home, and they appealed to the kami for help. The kirin answered their call, but demanded the orochi give up their limbs as payment. When the orochi hastily agreed, the kirin had pity on them, taking only their legs and granting them access to greater magical power.

Orochi Names

Almost all orochi have names that begin with an 'S' sound, and often contain more than one S in the rest of the name. Orochi do not use family names, but may use their tribe name as a surname.


  • Male Names: Sadao, Satoshi, Senichi, Seshiro, Sitsusuro, Shizuko, Shoichi, Sosuke
  • Female Names: Sachiko, Sakiko, Sasaya, Sayuri, Setsuko, Shidako, Shisato, Shinose

Orochi Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Bite. You have fangs that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Gift of the Kirin. You know the druidcraft cantrip. Starting at 3rd level, you can cast the entangle spell with this trait. Once you cast entangle with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 1st level or higher.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Secondary Arms. You have two secondary arms below your primary pair of arms. The secondary arms function like your primary arms.

Serpentine Build. You have a serpentine body which you can use to grapple a creature while leaving your hands free. You have advantage on ability checks you make to initiate a grapple.

Poison Bite. As an action, you can make a special strike with your Bite. If the attack hits, it deals its normal damage, and the target must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or have the poisoned condition until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Art by Andrew Mar
@andrewkmar

Classes

Characters of any class can be found in Kamigawa, though some classes are rarer than others. The following section provides guidelines on playing certain classes in Kamigawa.


    Artificers* are quite common in Kamigawa, blending modern technology and kami magic. Alchemists who use natural reagents might be found among the Order of Jukai, or running local ramen shops in the cities. Battle Smiths and Artillerists might create automatons or origami papercraft robots and could be found among the tinkerers of Sokenzashi, the Saiba Futurists, or the Reckoner gangs.

Barbarians are rare and might be found among the ogres, goblins, and Sanzoku bandits of the Sokenzan mountains. Some might also be found in the Jukai Forest, channeling kami in their rage (especially Path of the Ancestral Guardian†), or as bouncers and heavies among the Reckoner gangs of Towashi.

Bards are commonly found among the ranks of celebrity influencers, band members, and other artists such as sculptors and origamists who might be found in Towashi or other large cities. They might also be found in the forests or mountains, learning art and magic from kami.

Clerics or kannushi revere the kami, particularly powerful ones like the Dragon Spirits, at the many shrines throughout the lands of Kamigawa. Your DM might allow you to choose the city domain of Unearthed Arcana: Modern Magic, which might be a kannushi who reveres a kami of technology or progress.

Druids or yamabushi are most in tune with nature, respecting it and drawing magic from the kami of the elements. Most druids would be at home in the Jukai Forest or the Sokenzan mountains. Druids of the Circle of Spores† might be insect-shamans, taught by the nezumi of the Takenuma swamps.

Fighters are quite common in Kamigawa; the Imperials, Reckoner gangs, and all other factions all employ some kind of muscle. Samurai are especially favored and renowned in Kamigawa.

Monks who seek enlightenment, such as the Way of Mercy*, are called budoka and might be found among the Jukai Order or Living Historians. Other monks might be ninjas or shinobi, employed by Reckoner gangs in Towashi or by the Futurists.

Paladins would be similar to Samurai. They are warriors who swear oaths and fight for a cause. The oaths of Conquest† or Devotion might be loyal to the Empire, while the oaths of Ancients or Watchers* might be warriors who fight against or alongside kami.


* This class option appears in Tasha's Cauldron of Everything.


† This class option appears in Xanathar's Guide to Everything

    Rangers might be found among the Jukai Order as defenders of the forest. A Swarmkeeper* or Beast Master might be bonded to a particular kami, while a Fey Wanderer* or Horizon Walker* might be a defender of merge-gates.

Rogues might be ninjas employed by Reckoner gangs in Towashi, or corporate spies employed by the Futurists or by the Empire itself.

Sorcerers are spellcasters with an innate magical ability, and their bloodline might represent a powerful spellcasting ancestor or a kami bonded to familial line.

Warlocks learn from or draw their power from spirits, and might be someone with a bond to a great kami or oni. Your DM might allow you to choose the Ghost in Machine patron from Unearthed Arcana: Modern Magic, which might represent a kami trapped in a piece of technology.

Wizards or jushi study arcane knowledge to gain magic. They might be students of a magical school, such as Minamo Academy, Shinka Keep, or the hidden Temple of the Black Scroll. Jushi might instead obtain knowledge from ancient scrolls, or even make use of Futurist technology. Your DM might allow you to choose the Technomancy tradition from Unearthed Arcana: Modern Magic.

Backgrounds

This section presents seven sample backgrounds you can choose from to reflect a character from Kamigawa. The backgrounds in this section provide features, proficiencies, and equipment. This section also presents suggestions for adapting some of the backgrounds from the Player's Handbook to tie them more closely to Kamigawa.

Hacker

You have embraced the modern age and the advent of technology, and understand how to use it to your advantage. As a hacker, you are adept at breaking into networks and systems, and overriding technological devices. Perhaps you are working for one of the Reckoner gangs or the Saiba Futurists, or perhaps you are a lone wolf using your skills for your own ends.


  • Skill Proficiencies: Arcana, Investigation
  • Tool Proficiencies: Hacking tools, thieves' tools
  • Equipment: Hacking tools, a face mask, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Feature: Username

You have created a faceless network persona tied to your hacking exploits, and are acquainted with other like-minded hackers who are friendly to this persona. Additionally, you can forge digital documents and identification, as long as you have seen an example of the kind of document you are trying to copy.

Variant Feature: Blackmail

If your character has a hacker background, you may select this background feature instead of Username.

You can exert leverage over one or more Imperial commoners and demand their help as needs warrant, provided you have access to your hacking tools. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there is sufficient data to blackmail them with.

Art by Chris Rahn
@ChrisRahnArt

Imperial Bushi

You are a graduate of the Imperial Golden-Tail Academy, a kitsune-run school that trains Kamigawa's best Samurai. You are well respected and expected to uphold the law of the Empire and balance between mortals and kami.


  • Skill Proficiencies: Athletics, plus one of your choice from History, Intimidation, Insight, or Persuasion
  • Tool Proficiencies: One type of gaming set, vehicles (land)
  • Equipment: An insignia of rank (usually attached to or incorporated into your weapon hilt), a gaming set (one of your choice), a set of common clothes, and a belt pouch containing 10 gp.

Feature: Imperial

You have an established place in the hierarchy of the Empire. You can requisition simple equipment for temporary use, and you can gain access to any Imperial outpost in Kamigawa, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp per week, which, combined with free lodging in an outpost, enables you to maintain a poor lifestyle between adventures.

Variant Feature: Enforcer

If your character has an imperial bushi background, you may select this background feature instead of Imperial.

As an enforcer of the Imperials, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in Eiganjo might strip it from you.

Intercessor

You stand in the gap between Kakuriyo and Utsushiyo, understanding both worlds. Perhaps you are an official Imperial Intercessor, or perhaps you are a Jukai Merge Keeper or even Saiba researcher, using your knowledge of kami to preserve the spirit world or to profit from it.


  • Skill Proficiencies: Religion, Persuasion
  • Tool Proficiencies: One type of artisan's tools, one type of musical instrument
  • Equipment: A musical instrument (one of your choice), a wand with white paper streamers, a bottle of rice wine, vestments, a set of common clothes, and a belt pouch containing 5 gp

Feature: Kakuriyo Connection

Your mannerisms and knowledge of kami customs are recognized by natives of the Kakuriyo, who see you as one of their own. Because of this, friendly kami spirits are inclined to come to your aid if you need help near a merge gate or shrine.

Living Historian

You were trained in the ways of the Living Historians, preservers of history in ink. As a member of their order, you were given the tattoos that mark Kamigawa's history. Perhaps you remain with them still, or perhaps you forge your own path to not only record history, but make it.


  • Skill Proficiencies: History, Religion
  • Tool Proficiencies: Calligrapher's tools, tattooist's tools
  • Equipment: A copy of Azusa's diary (a sacred prayer book), tattooist's tools, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Living History

You have tattoos of Kamigawa's history on your skin. When you enter a location of historical significance, your tattoos come to life to tell the story of the location's original purpose and important events. In addition, they can help you identify art objects and other items of cultural importance.

Mothrider

You have been given the training of the Eiganjo Mothriders, who tamed the Imperial Moths and use them as mounts. Perhaps you uphold the tenets of the Empire, or perhaps you and your moth have ridden to other lands to seek your own path.


  • Skill Proficiencies: Acrobatics, Animal Handling
  • Tool Proficiencies: Choose two from among navigator's tools, poisoner's kit, and weaver's tools
  • Equipment: A riding saddle, 10 days of animal feed, a pair of goggles, a set of traveler's clothes, and a belt pouch containing 10 gp

Feature: Eiganjo Moth

Over the years, you have befriended an imperial moth (see chapter 6). The moth acts independently of you, but regards you as an ally. If you have the incapacitated condition, the moth flees. If the moth dies, you have advantage on any Wisdom (Animal Handling) or Charisma check you make to befriend another imperial moth.

Pilot

You are a skilled pilot, of mechs or other vehicles. Pilots are sought after by nearly every faction, and often make their own independent names for themselves as racers, criminals, or even vigilantes.


  • Skill Proficiencies: Acrobatics, Arcana
  • Tool Proficiencies: Navigator's tools, vehicles (land or air)
  • Equipment: Navigator's tools, a pair of goggles, a lucky charm such as a maneki-neko, a pilot's jumpsuit (traveler's clothes), and a belt pouch containing 10 gp

Feature: Mech Tech

Whenever you make a Dexterity or Intelligence check related to piloting or repairing a vehicle with which you are proficient, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Reckoner

The reckoner gangs of Kamigawa are ancient and feared. Perhaps you joined them seeking glory, or perhaps it was a necessity to survive in the Undercity. Your tattoos now mark you, with respect if you climb their ranks, or as a traitor if you try to leave.


  • Skill Proficiencies: Intimidation, plus one of your choice from either Athletics or Stealth
  • Tool Proficiencies: Choose two from among one type of gaming set, tattooist's tools, poisoner's kit, and vehicles (land)
  • Equipment: Your choice of tattooist's tools or a poisoner's kit, one gaming set, an oni mask, a dark set of common clothes including a hood or straw hat, and a belt pouch containing 15 gp

Feature: Reckoning

No matter where you go, your tattoos mark you as a member of a reckoner gang. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Imperials.

Reckoner Gang

There are a number of notable Reckoner gangs. Roll or choose the gang from the Reckoner Gangs table to determine which gang you are an initiate of.

Reckoner Gangs
d4 Gang
1 Dokuchi—A ninja gang that silences and strikes from shadow
2 Hyozan—Specialize in poisons, illegal enhancements, and magic tattoos
3 Mukotai—Tech users that specialize in stealth and subterfuge
4 Okiba—An exclusively nezumi biker gang
Art by Jehan Choo
@styloren

Adapting Backgrounds

The following existing backgrounds found in the Player's Handbook can be adapted to better represent characters from Kamigawa. As Kamigawa is not a plane with a variety of languages, if a background gives access to a language, you can choose a tool proficiency instead.

Artisan (Guild Artisan)

You are a merchant, mechanic, or inventor. Your business dealings extend to the major cities; Towashi, Otawara, and/or Sokenzashi. You can select a modern Specialty, such as Mechanics, Engineers, and Network Technicians.

Variant Feature: Supply Chain

You have connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

Budoka (Hermit)

You are a monk, or budoka, who has dedicated your life to contemplation and meditation. Perhaps you retreated from the bustle of technology to the Jukai Forest or Sokenzan mountains. Your Discovery is likely linked to a revelation from the kami or the spirit world.

Celebrity (Entertainer)

In the modern era, entertainers can become famous by recording holo-vids on the Network Terminals found in Towashi, becoming celebrity influencers that garner cult followings. The koto and onpu are new musical instruments you can choose from. You can also replace the musical instrument in your equipment package with an artisan's tool.

Folk Hero

Kamigawa is home to the common folk and many villages, such as the metropolis of Towashi, the mountain city of Sokenzashi, kitsune and nezumi villages, and orochi colonies. You can replace the iron pot and shovel in your equipment package with a block and tackle, climber's kit, fishing tackle, net, or sickle.

Kannushi (Acolyte)

You are an acolyte of the kami. Work with your DM to determine what kami you serve; you can find information on notable kami in chapter 6. Though you serve a particular kami, your Shelter of the Faithful feature will likely work at any kami shrine, provided that the shrine is not dedicated to a kami with a cause antithetical to yours. Replace the holy symbol in your equipment package with a gohei. It is a wand or staff with white paper streamers, used in rituals to worship the kami. A spellcaster who draws magic from kami can use a gohei as a spellcasting focus.

Art by Jehan Choo
@styloren

Noble

The nobility of Kamigawa are often humans of renowned clans or members of other races that are related to important historical lineages. Replace the signet ring in your equipment package with sealing wax and a stone seal of your family's or ancestor's name. As you work with your DM to determine your title and family if you have access to Magic: the Gathering cards from the Neon Dynasty set or Kamigawa block, consider choosing an ancestor or relative from among the legendary creature cards in those sets.

Outlander

The outlands of Kamigawa include the Jukai Forest, the Takenuma swamps, and the Sokenzan mountains. Perhaps you are from an akki or o-bakemono tribe, a nezumi village, or an orochi colony. You can replace the trophy in your equipment package with a bullseye lantern, climber's kit, fishing tackle, or net.

Sage

You have dedicated your life to research. Perhaps you are a student of Minamo Academy or Shinka Keep, or perhaps you are a researcher in the floating city of Otawara. Your Researcher feature will likely direct you to one of these locations, or to a kami of knowledge.

Scrounger (Urchin)

You grew up in the Undercity of Towashi, and quickly learned to fend for yourself. The map in your equipment package is a map of Towashi, and you can replace the pet mouse with a Tiny origami drone or friendly kami.

When you use your City Secrets in Towashi, you find underground passages through the Undercity. The paths of the Undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.


Chapter 3

Treasures

Art (previous) by Tuan Duong Chu
@duongct

Magic Items

This section presents some magic items that can be found in Kamigawa. Some of these items, along with a few from the Dungeon Master's Guide (DMG) and Tasha's Cauldron of Everything (TCE), can be purchased in Towashi or Sokenzashi using the prices in the Magic Items for Sale table.

Magic Items for Sale
Item Rarity Cost
Assassin's Ink Tattoo Uncommon 300gp
Barrier Tattoo (Small; TCE) Uncommon 300gp
Chōchin Common 50gp
Communicator Uncommon 150gp
Coiling Grasp Tattoo (TCE) Uncommon 300gp
Cybernetic Limb Uncommon 300gp
Dust of Disappearance (DMG) Uncommon 150gp
Eldritch Claw Tattoo (TCE) Uncommon 300gp
Energy Blade Uncommon 300gp
Goggles of Night (DMG) Uncommon 150gp
Info Tablet Common 50gp
Inkrise Tattoo Uncommon 300gp
Med-tech Kit Uncommon 150gp
Mnemonic Sphere Common 100gp
Noise Suppressor Common 100gp
Prosthetic Limb (TCE) Common 100gp
Spellwrought Tattoo
(1st-level Spell; TCE)
Common 50gp
Ventilating Mask Uncommon 300gp
Wind Fan (DMG) Uncommon 300gp
Wrist Mount Common 50gp
Art by Evyn Fong
@evynfong

Ancestral Katana

Weapon (Longsword), Legendary (Requires Attunement by a Barbarian, Fighter, Paladin, Ranger, or Warlock)

While anyone can pass on a sword, an ancestral katana is one that has remained with a clan, tribe, or family line for generations, being well maintained and repaired. It is believed that the blade is connected to a kami that embodies the family's deeds and memory, and this kami gives the blade its strength.

An ancestral katana passes down from parent to child, though this relation does not have to be by blood. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword loses its magic and becomes a normal longsword, fading into obscurity.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Defensive. While you are holding this longsword, you gain a +1 bonus to AC.

Battōjutsu. When you draw this longsword as part of the first attack you make on your first turn in combat and hit a creature, the longsword deals an extra 3d8 damage.

You Are Already Dead. When you attack a Large or smaller creature with this longsword and roll a 20 on the attack roll, you cut straight through the creature, bisecting and slaying it. A creature is immune to this effect if it is immune to slashing damage, is formless, amorphous, or incorporeal, can regenerate, has legendary actions, or the DM otherwise decides the creature cannot be killed by bisection. Such a creature instead takes an extra 3d8 slashing damage from the hit.

Assassin's Ink Tattoo

Wondrous Item (Tattoo), Uncommon (Requires Attunement)

Produced by a special needle, this magic tattoo depicts various beasts, kami, and oni in the ukiyo-e style.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Otherworldly Assassin. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As an action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to cause a kami to emerge from the tattoo and lunge at one creature you can see within 60 feet of you. The target must make a DC 14 Constitution saving throw. On a failed save, the creature takes 2d6 poison damage and has the poisoned condition for 1 minute. On a successful save, the creature takes half damage and suffers no other effect. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blade of the Oni

Weapon (Greatsword), Legendary (Requires Attunement)

A blade of the oni is an ogre-forged weapon of obsidian, fashioned with menacing spikes.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Sentience. A blade of the oni is a sentient neutral evil weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed.

Personality. A blade of the oni is possessed by an oni, and as such embodies selfish aspects. It values these qualities in others and bonds well with a wielder who displays them, while showing contempt for wielders who are self-sacrificial for others.

Reconfigure. If you use an action to speak the command word and throw the sword to a point on the ground within 60 feet of you, the sword becomes an oni. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

The oni exists for 1 hour. At the end of the duration, the creature reverts to its sword form. It reverts to a sword early if it drops to 0 hit points or if you use an action while touching it. When the creature becomes a sword again, its property can't be used again until the next dawn.

Curse. This greatsword is cursed, and becoming attuned to it extends the curse to you. With each passing day while you are cursed, your physical appearance changes to become more like an oni spirit. After seven days, a third eye opens vertically on your forehead, recognizable as the mark of the oni. Thereafter, your creature type changes to Fiend for as long as you remain cursed.

Communicator

Wondrous Item, Uncommon

A communicator is a pocket-sized electronic device used for instantaneous communication. Each communicator has a unique number sequence used to contact it. The communicator can be keyed to a creature’s fingerprint or semblance. An unauthorized creature proficient with hacking tools can bypass this key with a successful DC 15 Intelligence check.

Send a Message. You can touch the communicator and use your action to cast the sending spell from it. The target is another communicator whose unique sequence of numbers you know. To do so, you type the message into the communicator's holographic interface. Your message appears in the holographic interface of the target communicator and can be viewed by any creature holding it. The message remains in the communicator until a creature uses its action to delete it.

Make a Call. You can touch the communicator and use your action to attempt to cast magic mouth from it. The target is another communicator whose unique sequence of numbers you know. A creature holding the target communicator may accept or refuse your call. If they accept, you cast the spell and it triggers immediately. The message does not repeat.

Chōchin

Wondrous Item, Common

The chōchin is a paper lantern that uses magic instead of oil. When lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can turn the lantern light on or off.

Cybernetic Limb

Wondrous Item, Uncommon (Requires Attunement)

This item functions as a normal prosthetic limb*. If you are attuned to it, you gain a +1 bonus to AC and saving throws while it is attached.

Divining Top

Wondrous Item, Very Rare

The divining top is a tiny brass spinning top with cryptic markings, connected to the spirit world. By spinning the top and watching how it spins and where it lands, you can predict the future.

The top has 3 charges, and regains all expended charges daily at dawn. You can cast the following spells from it, expending the necessary number of charges: augury (1 charge), find traps (1 charge), divination (2 charges).

Eater of Virtue

Weapon (Longsword), Legendary (Requires Attunement)

This legendary katana is infamous for its curse. The eater of virtue has one rune on its blade for each creature that has died wielding it (typically 1d4 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the eater of virtue an additional property. The DM chooses each property or determines it randomly on the Eaten Virtues table.

Eaten Virtues
d6 Property
1 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the eater of virtue already has a +3 bonus.
2 The eater of virtue functions as a defender.
3 The eater of virtue functions as a weapon of warning.
4 The eater of virtue functions as a sword of life stealing.
5 While you are holding the eater of virtue, you have a flying speed equal to your walking speed. If you already have a flying speed, that speed increases by 20 feet.
6 The eater of virtue functions as a sword of sharpness.
7 While you are holding the eater of virtue, you have advantage on saving throws against spells.
8 The eater of virtue has the thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after you make a ranged attack with this magic weapon, it flies back to your hand.

Energy Blade

Weapon (Dagger, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Uncommon

This item appears to be a sword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear.

You gain a +1 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of its normal damage type.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

Komainu Battle armor

Wondrous Item, Legendary (Requires Attunement)

Komainu are guardian lion statues often placed at kami shrines. While originally made of stone, the modern age of Kamigawa has seen them become mechanized constructs that can actually guard and defend the shrines. They can also transform into suits of armor to protect and empower kami intercessors.

Battle Armor. While you are attuned to the komainu and touching it, you can use an action to don or doff it.

While wearing the komainu battle armor, you gain the following benefits:

  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action.
  • Your walking speed is walking 50 ft.
  • You gain a +2 bonus to AC.
  • The armor includes gauntlets, which you can use to make unarmed strikes. If you hit with them, the strike deals 1d8 slashing damage, instead of bludgeoning damage normal for an unarmed strike.

Reconfigure. If you use an action to speak the command word, the armor leaves you and becomes a lion, except it's a Construct, it's immune to poison damage and the poisoned condition, it's immune to any spell or effect that would alter its form, and it doesn't require air, food, drink, or sleep. The creature appears in an unoccupied space within 5 feet of you.

The creature is friendly to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature reverts to its magic item form if it drops to 0 hit points or if you use an action while touching it. When the creature becomes armor again, its property can't be used again until the next dawn.

Info Tablet

Wondrous Item, Common

This handheld device is approximately the size of a sheet of paper and is used to store and view vast amounts of data and perform calculations. The info tablet can be keyed to a creature’s fingerprint or semblance. An unauthorized creature proficient with hacking tools can bypass this key with a successful DC 15 Intelligence check.

Inkrise Tattoo

Wondrous Item (Tattoo), Uncommon (Requires Attunement)

Produced by a special needle, this magic tattoo depicts a pair of wings that cover your back.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Inkrise. While the tattoo is on your skin, you can use an action to cause the tattoo to extrude a pair of inky, glowing bat wings or bird wings on your back for 1 hour or until you use your action to retract them. The wings give you a flying speed of 30 feet.

Kusari-Fundo

Weapon (Chain Whip)*, Rare (Requires Attunement)

The kusari-fundo has 3 charges. When you hit a creature with an attack made with this weapon, you can expend one or more charges to deal an additional 1d6 force damage for each charge expended.

When you miss an attack with the kusari-fundo, it regains 1 charge.


* Statistics for the chain whip can be found on page 38.

Med-Tech Kit

Wondrous Item, Uncommon

This medical kit contains bandages, splits, and stimulants. It functions as a normal healer's kit, with the following additional property: As an action, you can expend one use of the kit to cast one of the following spells from it: cure wounds, detect poison and disease, lesser restoration, or protection from poison.

Mistcloak

Wondrous Item, Rare (Requires Attunement)

This luminous cloak is woven with threads from the spirit world and has 3 charges. While wearing it, you can use an action to expend 1 of its charges to cast the invisibility spell on yourself from it.

The cloak regains 1d3 expended charges daily at dawn. If you expend the cloak's last charge, roll a d20. On a 1, the cloak falls to tatters and is destroyed.

Mnemonic Sphere

Wondrous Item, Common

The mnemonic sphere is a device created by the Saiba Futurists to secretly store their secrets. It appears as a Tiny metal sphere with glowing lights, but it can be disguised or hidden inside another object.

While holding the mnemonic sphere, you can use your action to store a memory, idea, or message from your mind into the sphere. The sphere can hold only one such memory, idea, or message at a time.

If you use the mnemonic sphere while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can store the thoughts or memories you read, rather than your own.

Casting the identify or detect thoughts spell while holding a mnemonic sphere allows you to instantly receive whatever memory, idea, or message the mnemonic sphere contains.

Moonring Mirror

Wondrous Item, Very Rare (Requires Attunement by a Spellcaster)

The moonring mirror is a handheld mirror made by the Soratami.

Reflection. You can see the reflection of invisible creatures in the mirror, and the reflections of shapechangers or creatures transformed by magic depict their true form.

Magic Mirror. The mirror has 6 charges, and regains 1d6 expended charges daily at dawn. While holding it, you can use an action to expend some of its charges to cast one of the following spells: blink (3 charges), hallucinatory terrain (4 charges), mirror image (2 charges).

Mirror Breaker. The mirror is a tiny object that has AC 13, 1 hit point, and immunity to psychic and poison damage.

If the mirror is destroyed while you are attuned to it, a reflection of you appears in an empty space within 5 feet of the mirror. The reflection's appearance, game statistics, and equipment are identical to yours. The reflection is a kami that manifests from Kakuriyo, and embodies either your best or worst qualities at the DM's discretion.

Noise Suppressor

Wondrous Item, Common

The Noise Suppressor is a Tiny silencing device that can be held or incorporated into a wrist-mount. While holding it, you can use an action to make a 10 foot cube area centered on the device magically secure. Sound can't pass through the barrier at the edge of the cube. The cube lasts until you use an action to disengage it.

Retina Lenses

Wondrous Item, Very Rare (Requires Attunement)

These translucent lenses are placed over the eyes and provide a heads-up display in your field of view. The lenses function as eyes of the eagle, eyes of minute seeing, and goggles of night. While wearing the lenses, you can use an action to cast one of the following spells from it: detect magic, on/off,* or remote access.*

The Reality Chip

Wondrous Item, Artifact (Requires Attunement)

The reality chip is an illegal bio-enhancement created by the moonfolk futurist Tameshi with help from a being from another plane. The chip is rumored to be able to influence the physics of reality. It appears as a Tiny computer chip with translucent wire-like arms. It superficially resembles a jellyfish.

While attuned to the reality chip, you gain a +3 bonus to AC, and you can read, write, and understand Phyrexian. When you attune to the reality chip, the chip's arms attach to your skin.

Spells. The chip has 5 charges, and regains 1d4 + 1 expended charges daily at dawn. While holding it, you can use an action to expend some of its charges to cast one of the following spells: dominate beast (2 charges), dominate person (2 charges), creation (2 charges), dominate monster (3 charges), reverse gravity (3 charges).

Curse. While attuned to the reality chip, you suffer frequent visions and nightmares of the Phyrexian Jin-Gitaxis.

Reconfigure. If you use an action to speak the command word and throw the reality chip to a point on the ground within 60 feet of you, it becomes a creature with the statistics of a sea horse, except it's a Construct, it's immune to poison damage and the poisoned condition, it's immune to any spell or effect that would alter its form, and it doesn't require air, food, drink, or sleep.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature reverts to its magic item form if it drops to 0 hit points or if you use an action while touching it. When the creature becomes armor again, its property can't be used again until the next dawn.

Ventilating Mask

Wondrous Item, Uncommon (Requires Attunement)

This face mask depicts an oni, kitsune, or tengu and has glowing respirators near the mouth.

While wearing the mask, you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.

Wrist-Mount

Wondrous Item, Common

This wrist-mounted device functions as a simple data storage device, and can project images and video as three-dimensional holograms. It is commonly used to store a holo-ID, a credit chip, and access keycards. The wrist-mount can be keyed to a creature’s fingerprint or semblance. An unauthorized creature proficient with hacking tools can bypass this key with a successful DC 15 Intelligence check.


*The on/off and remote access spells appear in Unearthed Arcana: Modern Magic.

Adventuring Gear

This section presents a selection of nonmagical items that can be found while adventuring in Kamigawa, or purchased using the table below.

Adventuring Gear for Sale
Item Cost Weight
Blinding Powder 50gp 1 lb.
Bolas Bolt (5) 1gp 1 lb.
Credit chip 5sp 1 lb.
Holo-cards 1gp
Koto 25gp 10 lb.
Onpu 25gp 1 lb.
Gohei 15gp 1 lb.
Hacking tools 30gp 1 lb.
Tattooist's tools 10gp 5 lb.

Blinding Powder

Adventuring gear

As an action, you can throw the powder in this pouch at a creature within 5 feet of you. Make a ranged attack against the creature, treating the sand as an improvised weapon. On a hit, the target has the blinded condition. A creature can end this condition by using its action to make a DC 10 Dexterity check to clear the powder from their eyes.

Bolas Bolt

Ammunition

A large or smaller creature hit by a bolas bolt fired from a crossbow must succeed on a DC 10 Dexterity saving throw or have the prone and restrained conditions. A creature can use its action to make a DC 10 Dexterity check, freeing itself or another creature within its reach on a success.

Credit chip

Adventuring gear

Credit chips are issued after someone makes a deposit of funds to a bank in Towashi. The chip serves to wirelessly access funds, preventing the need for carrying around large amounts of coins or bank notes.

Holo-cards

Gaming set

Holo-cards is a collectible trading card game, based on summoning creatures and casting spells depicted on cards, dealing damage to an opponent’s “life total” to reduce it from 20 to 0.

Koto

Musical instrument

The koto is a plucked half-tube zither-like instrument. The most common type uses 13 strings strung over movable bridges used for tuning.

Onpu

Musical instrument

A new and experimental technology, the onpu is a handheld globe device with numerous buttons on it, each of which plays a different electronic note.

Gohei

Spellcasting focus

A gohei is a wand or staff with white paper streamers, used in rituals to worship the kami. A spellcaster who draws magic from kami can use a gohei as a spellcasting focus.

Hacking tools

Tools

This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox.

Tattooist's tools

Tools

These tools include ink, a tattoo pen, and a notebook of tattoo designs. Proficiency with tattooist's tools lets you add your proficiency bonus to any ability checks you make to tattoo. Tattooing can take a few hours of work, depending on the size and complexity of the tattoo.

Art by Jehan Choo
@styloren

Weapons

The New Weapons table shows a selection of weapons unique to Kamigawa. Other weapons in Kamigawa might be named according to the Wuxia Weapon Names table (Japan) in the Dungeon Master's Guide. The weapons are presented in alphabetical order.

New Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Neko-te 2gp 1d4 slashing 1 lb. Light, special
Martial Melee Weapons
Chain Whip 30gp 1d6 bludgeoning 6 lb. Finesse, reach, special
Jitte 12gp 1d4 piercing 1 lb. Finesse, light, special
War Fan 5gp 1d6 slashing 8 lb. Finesse, special
Martial Ranged Weapons
Rope Dart 20gp 1d6 piercing 6 lb. Special, thrown (range 10/20), two-handed
Firearm Ranged Weapons
Plasma Cannon 500gp 1d12 radiant 10 lb. Ammunition (range 40/120), heavy, loading, two-handed
Ammunition
Plasma Cartridge (10) 3gp 2 lb.

Chain Whip

A chain whip is a 10 foot length of chain, with weights affixed to either end.


A chain whip counts as a monk weapon.

Neko—te

Neko-te are gauntlets with sharp claws, used for fighting and climbing.


While wielding neko-te, you have a climbing speed equal to your walking speed, and your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. You can't be disarmed of neko-te unless you have the incapacitated condition.

Rope Dart

The rope dart consists of a piercing blade affixed to the end of a length of rope. The rope can be swung around the body, using the arms and legs as pivot points to build momentum. As the rope unwinds, the blade can be flung at nearby foes.


After making a ranged attack with a rope dart, it immediately returns to your hand.

Jitte

A jitte is a specialized weapon with a pronged tine pointing toward the tip.


While wielding a jitte, you can use your reaction to attempt to deflect a weapon when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d4 + your Dexterity modifier. If you are proficient with the sai dagger, you may also add your proficiency bonus to the roll. If you reduce the damage to 0, you may make a single melee weapon attack against the attacker, as part of the same reaction.

In addition, while wielding a jitte, you have advantage on saving throws you make to initiate a grapple.

War Fan

A war fan appears as a folding handheld paper fan, but is made from metal.


While wielding a war fan, you gain +1 bonus to AC. You cannot gain this benefit if you are using a shield.


Chapter 4

Spells

Art (previous) by Pauline Voß
@skadivore

Spells

The following section presents spells available to spellcasters in Kamigawa. The Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) The spells are presented in alphabetical order. Your DM might also allow you to access spells presented in Unearthed Arcana: Modern Magic.

Spells
Level Spell School Class
1st Lucky Offering Divination Bard, Cleric, Wizard
1st Okiba Salvage Evocation Artificer, Wizard
1st Voltage Surge Evocation Artificer, Wizard
2nd Kami's Flare Conjuration Bard, Cleric, Druid, Wizard
2nd Seismic Wave Transmutation Bard, Druid, Sorcerer, Wizard
2nd Short Circuit Enchantment Artificer, Wizard
3rd Tamiyo's Safekeeping Transmutation Artificer, Wizard
4th Soul Transfer Necromancy Warlock, Wizard
4th Summon Plant Conjuration Druid, Ranger
5th Malicious Malfuction Transmutation Artificer, Warlock, Wizard

Kami's Flare

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth a Tiny kami of fire. It flits around you in your space for the duration, and sheds bright light in a 5 foot radius and dim light for an additional 5 feet. The kami grants you resistance to fire damage.

Once before the spell ends, you can use an action to direct the kami to throw a stream of flame in a 30-foot line. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Lucky Offering

1st-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a coin with a hole punched in the center, worth at least 1cp, which the spell consumes)
  • Duration: 1 minute

You present the coin as an offering to a kami spirit, who bestows you a bit of luck in exchange. When you make an attack roll, an ability check, or a saving throw before the spell ends, you can dismiss this spell on yourself to gain advantage on the roll.

When you dismiss this spell on yourself, you gain temporary hit points equal to your spellcasting bonus.

Malicious Malfunction

5th-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a flask of oil)
  • Duration: Concentration, up to 1 minute

You infuse a flask of oil with infectious magic from another plane and transfer it into technology around you. Choose one electronic device or magic item you can see in range. Until the spell ends, an affected electronic device is inoperable, and a magic item that isn't an artifact has its magical properties suppressed.

A creature holding or carrying the object when you cast the spell must succeed on a Constitution saving throw or have the poisoned condition for the duration. While poisoned this way, the creature is unable to release or remove the chosen object.

At the end of each of the poisoned creature's turns, it must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage. If it successfully saves against this spell three times, the spell ends on the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional object for each slot level above 5th.

Okiba Salvage

1st-level Evocation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wrench)
  • Duration: Instantaneous

You magically repair a broken object, vehicle, or Construct you can see in range. If the target is a Construct that died within the last minute, it returns to life with 0 hit points and the unconscious condition. If the creature has been dead for longer than 1 minute, this spell has no effect.

If the target is an object or vehicle, it is repaired and regains hit points equal to 1d6 + your spellcasting modifier. If the target was broken apart, this spell reattaches the pieces, provided all the pieces are within range. This spell leaves no trace of damage.

Art by Lorenzo Mastroianni
@lorenzomastroianni

Seismic Wave

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You slam the ground, causing a rippling shockwave to emit from you along the ground in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and has the prone condition. On a successful save, a creature takes half that damage and suffers no other effects. Structures and objects in the area that aren't being worn or carried take double damage.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Short Circuit

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You cause an electronic device you can see within range to experience a power surge. If the device isn't being worn or carried, it ceases to function for 1 minute, or until it is restarted or repaired, and you choose to create either a shock or smoke.

Shock. Each creature within 5 feet of the device must succeed on a Dexterity saving throw or have the paralyzed condition until the end of its next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Soul Transfer

4th-level Necromancy


  • Casting Time: 1 reaction, which you take when a humanoid within 30 feet of you dies
  • Range: 30 feet
  • Components: V, S, M (an oni figurine worth 100gp)
  • Duration: Instantaneous

This spell snatches the soul of a humanoid as it dies and allows you to transfer its energy in one of the following ways.

Steal Life. You transfer the energy to yourself and regain hit points equal to 2d8 + your spellcasting ability modifier.

Revive. You transfer the energy to a different creature within range that has died within the last minute, restoring it to life with 1 hit point. This spell can't restore any missing body parts.

Animate. You transfer the energy to the corpse of another Medium or Small humanoid within range that has been dead for longer than 1 minute, raising it as a zombie (the DM has the creature's statistics).

On each of your turns, you can use a bonus action to mentally command the zombie if it is within range. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete.

The zombie crumbles to dust after 1 minute, if it drops to 0 hit points, or if you create another zombie with this spell.

Payment. You transfer the energy of the soul to your patron, or to an oni, Fiend, or Fey with whom you have made a deal. Though you gain no special control or influence over the creature you pay the soul to, their disposition is likely more favorable toward you.

Art by Tuan Duong Chu
@duongct

Plant Spirit

Medium Plant, Unaligned


  • Armor Class 12 + the level of the spell (natural armor) + 2 (Bark only)
  • Hit Points 40 + 15 for each spell level above 4th
  • Speed 30 feet, climb 30 feet (Vines only)

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 9 (-1)

  • Damage Vulnerabilities fire
  • Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons (Bark only)
  • Condition Immunities blinded, deafened, exhaustion
  • Languages understands the languages you speak
  • Challenge

Spores (Fungus Only). When a creature starts its turn within 10 feet of the plant, the plant can force it to make a Constitution saving throw against your spell save DC. On a failed save, the target has the poisoned condition until the start of its next turn.

Actions

Multiattack. The plant makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Grasp (Vines Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: the target has the grappled condition. The plant has two grasping vines, each of which can grapple one target.

Summon Plant

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a tiny forest in a handheld terrarium worth 400gp)
  • Duration: Concentration, up to 1 hour

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a material: Bark, Fungus, or Vine. The creature resembles a Beast of your choice made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Tamiyo's Safekeeping

3rd-level Transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You ward an object against harm and theft. The object, which only you can be holding and can weigh no more than 5 pounds, becomes immune to all damage for the duration. Any spell of 3rd level or lower can't affect the object even if the spell is cast using a higher level spell slot.

Until the spell ends, you can use your action to summon the object to your free hand.

Voltage Surge

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a battery)
  • Duration: Instantaneous

You hurl a bolt of crackling electricity at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage.

If an electronic device is hit by this spell or worn or carried by a creature hit by this spell, that device ceases to function for 1 minute, or until it is restarted or repaired.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Chapter 5

Vehicles

Art (previous) by Victor Adame Minguez
@victoradameart

Vehicles

With the advent of technology, the inhabitants of Kamigawa have access to personal vehicles, such as cyberbikes and mech suits. The following section provides a set of rules for using vehicles in Kamigawa.

Purchasing Vehicles

Certain vehicles can be purchased in Towashi or Sokenzashi using the prices in the Vehicles for Sale table. The bankbuster and soulripper suits are black market items.

Vehicles for Sale
Vehicle Cost
Bankbuster 4,000gp
Brute Suit 500gp
Cyberbike 350gp
Dragonfly Suit 3,000gp
Futurist Sentinel 40,000gp
Soulripper 4,000gp

Vehicle Proficiency

If you have proficiency with a certain kind of vehicle (air, land, or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances, and to any saving throw your vehicle is forced to make.

Antimagic Susceptibility

A vehicle has the incapacitated condition while in the area of an antimagic field. If targeted by dispel magic, the vehicle must make a Constitution saving throw against the caster's spell save DC. On a failed save, it becomes inoperable for 1 minute, or until it is restarted or repaired.

Descriptions

This section provides descriptions and stat blocks for a number of vehicles found in Kamigawa. Please read the introduction of the Monster Manual to familiarize yourself with how to read a stat block before proceeding. While vehicles have stat blocks like creatures, they are not intelligent creatures and do not act or move independently. Without a rider or pilot, a vehicle is an inert object. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. If a vehicle drops to 0 hit points, it is inoperable until it is repaired. An inoperable vehicle has the incapacitated condition and can't move. A character with proficiency in smith's tools can restore 10 hit points to a damaged vehicle for each hour of work. If a vehicle becomes inoperable some other way, such as by a spell, a creature can restart the vehicle by using its action.


Cyberbike

Large Vehicle (Land)


  • Armor Class 19 (natural armor)
  • Hit Points 30
  • Speed 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but invisible and prone

Jump. If the cyberbike moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Cyberbike

Wondrous item, uncommon

A cyberbike is a two-wheeled vehicle built for speed, the horse of the modern age. It can serve as your mount, as described in the mounted combat rules in the Player's Handbook.

Crashing. The controller of a cyberbike can run the vehicle into another object or a creature by moving the vehicle into the target's space and making a special attack roll (1d20 + the controller's proficiency bonus) against the target's Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the vehicle's path, avoiding the crash. If the DM decides that a crash is unavoidable, no attack roll is necessary, and the crash occurs automatically.

When a cyberbike crashes into something that could reasonably damage it, both the cyberbike and the creature or object it struck take bludgeoning damage based on the size of the struck object, as shown in the Crash Damage table. The cyberbike stops after crashing into a Gargantuan or immovable creature or object; otherwise, the cyberbike can continue moving if it has any movement left, and whatever it struck moves to the nearest unoccupied space that isn't in the cyberbike's path. If the cyberbike stops after crashing, its controller falls in an unoccupied space within 5 feet of of the cyberbike and has the prone condition.

Crash Damage
Size Crash Damage
Small 1d6
Medium 1d8
Large 4d8
Huge 8d8
Gargantuan 16d8

Mech Suit

Wondrous Item, Rarity Varies (Requires Attunement)

A mech suit is a technological suit of powered armor, capable of greatly enhancing the pilot's abilities. There are different kinds of mech suits in Kamigawa, each with a different purpose. The type of mech suit determines its statistics and rarity according to the table below.

Mech Suit Vehicle Type Rarity
Bankbuster Land Rare
Brute Suit Land Uncommon
Dragonfly Suit Air Rare
Futurist Sentinel Land Very Rare
Imposter Mech Land Legendary
Mechtitan Air Artifact
Soulripper Land Rare

Mech Suit. The suit's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact. Attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Intelligence check using hacking tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn.

A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the suit have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.

While you are inside the suit, you can command it by using the controls. During your turn, you can command it in the following ways:

  • Open or close the hatch (no action required, once per turn)
  • Move the suit up to its speed (no action required)
  • As an action, you can command the suit to take one of the actions in its stat block or some other action.

Brute Suit

Large Vehicle (Land)


  • Armor Class 17 (natural armor)
  • Hit Points 50
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Actions

Multiattack. The suit makes two Crushing Fist attacks.

Crushing Fist. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.


Dragonfly Suit

Large Vehicle (Air)


  • Armor Class 17 (natural armor)
  • Hit Points 50
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Actions

Multiattack. The suit makes two Strike attacks.

Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.


Futurist Sentinel

Huge Vehicle (Land)


  • Armor Class 19 (natural armor)
  • Hit Points 100
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances bludgeoning, fire, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Actions

Multiattack. The sentinel makes two Sentinel Sword attacks.

Sentinel Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) slashing damage.

Art by Chris Rahn
@ChrisRahnArt

Imposter Mech

Huge Vehicle (Land)


  • Armor Class 19 (natural armor)
  • Hit Points 75
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Shapechanger. The mech can use its action to polymorph into a Large, Huge, or Gargantuan creature it has seen, or back into its true form. Its statistics, other than its size, are the same in each form.

Actions

Multiattack. The mech makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) damage of a type of the mech's choice: bludgeoning, piercing, slashing, or lightning.


Mechtitan Core

Huge Vehicle (Air)


  • Armor Class 19 (natural armor)
  • Hit Points 100
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances bludgeoning, fire, piercing, slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Actions

Crushing Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, or 34 (4d6 + 20) force damage if its Combine and Transform trait is active.

Combine and Transform. The mechtitan core combines with four other vehicles with willing pilots to become a size Gargantuan vehicle. It gains a flying speed of 100 ft., its current hit point total resets to 100 hit points, and it gains 100 temporary hit points. Each pilot can command the mechtitan on their turn.


Reckoner Bankbuster

Large Vehicle (Land)


  • Armor Class 19 (natural armor)
  • Hit Points 30
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

Hauler. The bankbuster can carry up to 1 ton. Its design allows two other creatures to mount it while it has a pilot. The pilot maintains control of the bankbuster.

Actions

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

Siege. The bankbuster moves up to its speed towards an object or structure, dealing 4d10 bludgeoning damage to it if the bankbuster enters its space.


Soulripper

Large Vehicle (Land)


  • Armor Class 19 (natural armor)
  • Hit Points 50
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)

  • Damage Resistances slashing
  • Damage Immunities poison, psychic
  • Condition Immunities all conditions but incapacitated, invisible, and prone

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

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 +4) piercing damage.

Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: the target has the grappled condition.

Soulrip. The soulripper makes a special Bite attack against a creature it is grappling. If it hits, the target takes an additional 7 (2d6) necrotic damage, and the soulripper gains a number of temporary hit points equal to the necrotic damage taken.
    While these temporary hit points remain, the soulripper has advantage on all attack rolls, ability checks, and saving throws.


Chapter 6

Friends & Foes

Art (previous) by Simon Dominic Brewer
@simondominic

Friends & Foes

This chapter provides a number of monsters and NPCs who can be found in Kamigawa. The creatures in this bestiary are organized alphabetically. The "Dragon Spirits" section gathers a few stat blocks under a group heading. It presents stat blocks for the five great dragon kami, and those stat blocks are presented alphabetically within that section.

The Kamigawa Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR).

Kamigawa Creatures
Creature Creature Type CR
Akki Ronin Humanoid 3
Akki Shaman Humanoid 2
Ascendant Acolyte Humanoid 1/2
Circuit Mender Construct 1/4
Colossal Skyturtle Beast 7
Containment Construct Construct 4
Corpse-Swallower Toad Beast 5
Cyberdrive Awakener Construct 4
Dragon Spirits
    Ao, the Dawn Sky Dragon 20
    Atsushi, the Blazing Sky Dragon 24
    Junji, the Midnight Sky Dragon 21
    Kairi, the Swirling Sky Dragon 23
    Kura, the Boundless Sky Dragon 22
Drumbellower Aberration 1
Generous Visitor Fey 0
Geothermal Kami Elemental 3
Gloomshrieker Monstrosity 6
Golden-Tail Disciple Humanoid 2
Gravelighter Undead 4
Guardian of Oboro Humanoid 4
Hound Beast 0
Imperial Enforcer Humanoid 1/8
Imperial Moth Beast 1/4
Imperial Mothrider Humanoid 1
Imperial Subduer Humanoid 1
Iron Apprentice Construct 1
Jin Gitaxias Monstrosity 16
Jukai Archer Humanoid 3
Jukai Preserver Humanoid 2
Jukai Trainee Humanoid 1/2
Kaito Shizuki Humanoid 8
Kami of Bamboo Groves Plant 5
Kami of Celebration Aberration 1
Kami of Industry Monstrosity 4
Kami of Mourning Undead 9
Kami of Restless Shadows Undead 4
Kami of Terrible Secrets Aberration 5
Kami of Transience Fey 9
Kami of Transmutation Aberration 5
Kappa Cannoneer Humanoid 4
Kirin Celestial 12
Kyodai Dragon 30
Mirrorshell Crab Beast 5
Ninja Humanoid 3
Oni Cultist Humanoid 2
Raiju Elemental 4
Samurai Humanoid 3
Seven-tail Mentor Humanoid 12
Skyswimmer Koi Beast 1/4
Songshaper Humanoid 2
Tamiyo, the Moonsage Humanoid 8
Unforgiving One Undead 2
Vector Glider Fey 1/8
Walking Skyscraper Construct 25

Using a Stat Block

This chapter is a companion to the Monster Manual and adopts a similar presentation. Please read the introduction of the Monster Manual to familiarize yourself with how to read a stat block before proceeding.

In this section, you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else. Weapons wielded by creatures in this section follow the Wuxia weapon names listed in the Player's Handbook. Finally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.

Art by Steve Prescott

@thesteveprescott

Akki Ronin

During the time of the Kami War, the Sokenzan mountains were home to many ronin, bandits, and ochimusha deserters. Many of these warriors befriended the mountains' native akki tribes, and trained them in the ways of samurai. Some of these tribes kept these traditions, and akki ronin combine the deadly sword arts with their own custom-made weapons and armor. These weapons and armor are often magically infused with heat and fire.



Akki Ronin

Small Humanoid (Fighter, Goblinoid), Any Alignment


  • Armor Class 17 (splint armor)
  • Hit Points 53 (10d6 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +2
  • Damage Resistances fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Heated Armor. A creature that touches the akki or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Heated Weapons. Any metal melee weapon the akki wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. If the akki has a wakizashi drawn, it makes one Katana and one Wakizashi attack.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 3 (1d6) fire damage.

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

Reactions

Parry. The akki adds 2 to its AC against one melee attack that would hit it. To do so, the akki must see the attacker and be wielding a melee weapon.

Art by Jason Kang
@jasonkang

Akki Shaman

Small Humanoid (Druid, Goblinoid), Any Alignment


  • Armor Class 14 (natural armor)
  • Hit Points 46 (9d6 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 10 (+0) 16 (+3) 9 (-1)

  • Saving Throws Int +2, Wis +4
  • Skills Nature +2, Perception +5, Survival +5
  • Damage Resistances cold, fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Druidic, Goblin
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Fury. Any melee weapon the akki wields deals an extra 3 (1d6) damage of the akki's choice on a hit: cold or fire (included in the attack).

Actions

Multiattack. The akki makes two melee attacks.

Bo staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) damage of the akki's choice: cold or fire.

Hurl Stone. Ranged Weapon Attack: +5 to hit, range 60/80 ft., one target. Hit: 6 (1d6 +3) bludgeoning damage.

Spellcasting. The akki casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: druidcraft, guidance
1/day each: conjure barrage, fog cloud, ice storm, sleet storm

Akki Shaman

Akki tribes are led by elders, and those elders are often guided by a shaman, an akki druid. There are a number of druidic traditions among the akki. The Rock-speakers divine the future from lava stones, the Blizzard-herders call or predict snowstorms, and the Coal-flingers enchant rocks to hurl themselves at trespassers.

Art by Konstantin Porubov
@ikostya

Bellowsbreath Ogre

Ogres are naturally strong, while lends them to being good at metalwork and forging. So some ogre blacksmiths and engineers have taken to modifying their own bodies with kami tech to give them the ability to produce flames from their mouths, allowing them to heat metal wherever they might find themselves. Of course, it was not long before it was discovered how useful this skill is against enemies.


Bellowsbreath Ogre

Large Giant (Ogre), Any Alignment


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Skills Athletics +6
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Infernal
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Fire Breath (Recharge 5-6). The ogre exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Art by Ryan Yee
@artofryanyee

Blossom Prancer

The blossom prancer is a kami that appears as a buck, with a cherry blossom tree growing from its antlers. It is accompanied by orbiting cherry blossom pods. This kami is strongly associated with the natural world, the changing of the seasons, and the coming of spring. It can be found in the Jukai Forest, but also in the parks and areas of Towashi that still allow the cherry blossom trees to grow freely.


Blossom Prancer

Large Fey (Kami), Typically Neutral


  • Armor Class 11 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 6 (-2)

  • Senses passive Perception 11
  • Languages understands Celestial but can't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Sure-Footed. The prancer has advantage on Strength and Dexterity saving throws made to avoid the prone condition.

Actions

Multiattack. The prancer makes two attacks: one with its Antlers and one with its Hooves.

Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the prancer moved at least 20 feet straight toward the target before the hit, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or have the prone condition.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Spellcasting. The prancer casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12):

At will: druidcraft, speak with animals
2/day each: cure wounds, entangle
1/day: conjure animals

Art by Hector Ortiz
@hector_ortiz

Circuit Mender

The circuit mender is a small robot designed to repair and restore machinery. Its design was inspired by industrious silkworms, and it has a similar method of producing a silk-like substance, which it uses to mend breaks and tears in moon-circuits and machine hulls.


Circuit Mender

Small Construct, Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 28 (8d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 1 (-5) 14 (+2) 2 (-4)

  • Skills Stealth +4
  • Damage Immunitites poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Immutable Form. The snuffler is immune to any spell or effect that would alter its form.

Poison Spines. A creature that touches the mender or hits it with a melee attack while within 5 feet of it takes 2 (1d4) poison damage.

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

Unusual Nature. The mender doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

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

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Mend (3/day). The mender touches a Construct or object. The target magically regains 6 (1d8 + 2) hit points.

Art by Nicholas Gregory
@cosmicdaydreamstudio

Colossal Skyturtle

Gargantuan Beast, Unaligned


  • Armor Class 17 (natural armor), 22 while in its shell
  • Hit Points 227 (13d20 + 91)
  • Speed 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
28 (+9) 3 (-4) 25 (+7) 4 (-3) 10 (+0) 5 (-3)

  • Saving Throws Str +12, Con +10
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft, passive Perception 10
  • Languages
  • Challenge 7 (2,900 XP)
  • Proficiency Bonus +3

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage.

Shell Defense (Recharge 4–6). The turtle withdraws into its shell. While in its shell, the turtle has the prone condition, gains a +5 bonus to AC, and its speed is 0 and can't increase. The turtle can emerge from its shell as an action.

Colossal Skyturtle

True to its name, the colossal skyturtle is an enormous turtle-like kami creature of flight. While it is not spirit, several orbiting energy objects can sometimes be seen near it, leading some to believe it flies by channeling kami magic. These creatures can sometimes be seen soaring the skies outside the floating moonfolk city of Otawara.

Art by Julian Kok Joon Wen
@juliankok

Containment Construct

When Kakuriyo and Utsushiyo collide, the resulting glitch-like portal is known as a merge site. The Imperials deploy kami intercessors to these sites, trained to appease the kami and ensure a smooth, peaceful merge. A containment construct is an automated unit deployed to stabilize merge sites deemed too dangerous even for trained intercessors.


Containment Construct

Medium Construct, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 17 (+3) 11 (+0) 6 (-2)

  • Skills Arcana +5, History +5, Perception +2, Religion +5
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands one language of its creator but can't speak
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Immutable Form. The construct is immune to any spell or effect that would alter its form.

Unusual Nature. The construct doesn't require air, food, drink, or sleep.

Actions

Multiattack. The construct makes two Grasping Limb attacks.

Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target has the grappled condition (escape DC 14). The construct can have no more than two targets grappled at a time.

Spellcasting. The construct casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

2/day each: banishment, hold monster

Art by Justine Cruz
@justinecruzart

Corpse-Swallower Toad

Corpse-swallower toads are native to the swamps of Takenuma and the Undercity of Towashi. They are so named because they grow to enormous size, and are scavengers, feeding off of the bodies of other creatures that have died in the muck and mire. A corpse-swallower toad might start life as a frog, then grow to become a giant frog or giant toad (see the Monster Manual for statistics), before becoming a fully mature corpse-swallower toad.


Corpse-Swallower Toad

Large Beast, Unaliged


  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 11 (+0) 14 (+2) 8 (-1)

  • Skills Athletics +8, Stealth +7
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Multiattack. The toad makes one Bite attack and one Tongue attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it has the grappled condition (escape DC 16). Until this grapple ends, the target has the restrained condition, and the toad can't use its Bite attack or Tongue attack on another target.

Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) bludgeoning damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the toad.

Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature grappled by the toad. Hit: 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the toad, and takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
    If the toad dies, it regurgitates the swallowed creature, which falls in a space within 5 feet of the corpse and has the prone condition.

Art by Zezhou Chen
@zezhou

Cyberdrive Awakener

The cyberdrive awakener appears as a humanoid automaton with wing-like jets on its back for flight. Curiously, it has a holographic face that resembles a human. The awakener is capable of using advanced, kami-powered technology to "awaken" other machines, giving them a semblance of autonomy.


Cyberdrive Awakener

Medium Construct, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 17 (+3) 11 (+0) 6 (-2)

  • Skills Acrobatics +6, Perception +2
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands one language of its creator but can't speak
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Immutable Form. The awakener is immune to any spell or effect that would alter its form.

Unusual Nature. The awakener doesn't require air, food, drink, or sleep.

Actions

Multiattack. The awakener makes two Strike attacks.

Strike. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Spellcasting. The awakener casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):

1/day each: animate objects, fly

Art by Wayne Reynolds
@waynereynoldsart

Death Rattle Oni

Large Fiend (Kami), Typically Chaotic Evil


  • Armor Class 19 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 8 (-1) 14 (+2) 16 (+3)

  • Saving Throws Dex +7, Wis +6, Cha +7
  • Skills Perception +6, Stealth +7
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages understands Infernal but doesn't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Devil's Sight. Magical darkness doesn't impede the oni's darkvision.

Drawn to Death. The oni can magically sense the presence and direction of corpses within 1,000 feet of itself. If the corpse is being moved, it knows the direction of the movement.

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

Reactive. The oni can take one reaction on every turn in combat.

Actions

Multiattack. The oni makes six Claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Death Rattle Oni

Oni spirits are drawn from Kakuriyo into Utsushiyo most often by cultist's rituals, but the death rattle oni is an exception. It is drawn to death and decay, and will often seek out merge-gates so they can pursue it. They do not feed on death, but they do seen to draw on its energy. Furthermore, in the absence of death, this fearsome oni is apt to create it.

Art by Chris Rahn
@ChrisRahnArt

Dragon Spirits

Ao, the Dawn Sky

Yosei was the dragon guardian of Kamigawa's plains and the city of Eiganjo. Haunted by the memories of his violent death during the Kami War, Yosei's reincarnation, called Ao, refused to assume the role of Eiganjo's protector again after the city was rebuilt and tried to distance himself from mortal affairs as much as possible. On occasion, though, he will break his own vows, unable to stand by and do nothing when an extreme injustice is being committed.



Ao

Gargantuan Dragon (Kami), Lawful Good


  • Armor Class 20 (natural armor)
  • Hit Points 297 (17d20 + 119)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +6, Con +13, Wis +8, Cha +10
  • Skills History +9, Perception +14, Persuasion +10, Stealth +6
  • Damage Immunities radiant
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Celestial, Common, Kitsune
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +6

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

1/day each: bless, cure wounds, plane shift, slow

Legendary Actions

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

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Radiant Burst (Costs 2 Actions). Each creature within 15 feet of the dragon must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 15 (2d6 + 8) radiant damage and has the prone condition. On a successful save, a creature takes half as much damage and suffers no other effects.
Art by Victor Adame Minguez
@victoradameart

Atsushi, the Blazing Sky

Atsushi is the reincarnation of Ryusei, the divine dragon of mountains. Out of all the divine dragons, Atsushi has most fully embraced her reincarnation. Even though she never died, she chose to be reborn along with the other dragons and take on a new form. Most of the time, she's genial and happy-go-lucky, though she's been known to fly into a destructive rage whenever someone manages to trigger her flashfire temper. She continues to act as the guardian for the Sokenzan mountains and is a frequent visitor at Sokenzanshi, where her presence is always welcomed enthusiastically.



Atsushi

Gargantuan Dragon (Kami), Chaotic Good


  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)

  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Athletics +17, History +11, Perception +16, Intimidation +13
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Celestial, Common, Goblin, Infernal
  • Challenge 24 (62,000 XP)
  • Proficiency Bonus +7

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Frightful Presence. Every enemy within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 21):

1/day each: bane, creation, heat metal, plane shift

Legendary Actions

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

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Flame Burst (Costs 2 Actions). Each creature within 15 feet of the dragon must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 17 (2d6 + 10) fire damage and has the prone condition. On a successful save, a creature takes half as much damage and suffers no other effects.
Art by Chase Stone
@chasestone_art

Junji, the Midnight Sky

Junji is the reincarnation of Kokusho, the divine dragon that was the guardian of the swamps of Takenuma. Unlike many of the other divine dragons, Kokusho didn't die during the Kami War, but she was killed decades afterward guarding the denizens of Takenuma against an oni attack. When she was reincarnated as the male dragon Junji, he chose to distance himself completely from the swamp, abandoning Takenuma and leaving its inhabitants to fend for themselves. He took up residence in the canals snaking through the Towashi Undercity, his presence a constant, silent warning.



Junji

Gargantuan Dragon (Kami), Lawful Neural


  • Armor Class 22 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +9, Con +14, Wis +9, Cha +11
  • Skills Perception +16, Stealth +9
  • Damage Immunities poison, necrotic
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Celestial, Common, Nezumi
  • Challenge 21 (33,000 XP)
  • Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 19):

1/day each: blindess/deafness, insect plague, plane shift, raise dead

Legendary Actions

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

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Necrotic Burst (Costs 2 Actions). Each creature within 15 feet of the dragon must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 15 (2d6 + 8) necrotic damage and has the prone condition. On a successful save, a creature takes half as much damage and suffers no other effects.
Art by Tyler Jacobson
@tylerjacobsonart

Kairi, the Swirling Sky

The reincarnation of Keiga, the divine dragon of islands, Kairi continued to protect Minamo until Minamo's decline late in the Shattered States Era. When Otawara began to rise as the preeminent center of learning and innovation, they sought out Kairi for the dragon's protection, but Kairi was suspicious of the moonfolks' intentions and refused. Nowadays he spends most of his time exploring the oceans and skies of Kamigawa, discovering mysteries that he keeps to himself.



Kairi

Gargantuan Dragon (Kami), Chaotic Neutral


  • Armor Class 22 (natural armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Damage Immunities cold, lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Celestial, Common
  • Challenge 23 (50,000 XP)
  • Proficiency Bonus +7

Amphibious. The dragon can breathe air and water.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Frightful Presence. Every enemy within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 20):

1/day each: arcane eye, chain lightning, create or destroy water, plane shift

Legendary Actions

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

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Lightning Burst (Costs 2 Actions). Each creature within 15 feet of the dragon must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 16 (2d6 + 9) lightning damage and has the prone condition. On a successful save, a creature takes half as much damage and suffers no other effects.
Art by Donato Giancola
@donatoarts

Kura, the Boundless Sky

Kura is the reincarnation of Jugan, the former protector of the Jukai Forest. She was resurrected in her original form by the orochi but realized that with most of the other dragons dead, the balance of nature was in a precarious position. She collected the essences of all the dragons and then placed them inside an egg, which eventually hatched the reincarnations of all five dragons. As Kura, she continues to act as guardian of Jukai Forest, protecting it fiercely against incursions by all, especially the encroaching growth of Towashi, Kamigawa's booming metropolis.



Kura

Gargantuan Dragon (Kami), Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Nature +12, Perception +17, Persuasion +11, Stealth +8, Survival +10
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Celestial, Common, Orochi
  • Challenge 22 (41,000 XP)
  • Proficiency Bonus +7

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Frightful Presence. Every enemy within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Spellcasting. The dragon casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 20):

1/day each: awaken, plane shift, plant growth, speak with animals

Legendary Actions

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

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Poison Burst (Costs 2 Actions). Each creature within 15 feet of the dragon must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 15 (2d6 + 8) poison damage and has the prone condition. On a successful save, a creature takes half as much damage and suffers no other effects.
Art by lie setiawan
@liesetiawan

Drumbellower

Medium Aberration (Kami), Typically Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

  • Skills Perception +5
  • Condition Immunities charmed, deafened, frightened, stunned
  • Senses passive Perception 15
  • Languages understands Common but doesn't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Ceaseless Noise. Any creature other than a drumbellower that starts its turn within 30 feet of one or more drumbellowers and can hear it must succeed on a DC 10 Wisdom saving throw or have the incapacitated condition until the start of its next turn.

Actions

Multiattack. The drumbellower makes three Drum attacks.

Drum. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Drumbellower

The drumbellower appears as a strange collection of drums and is accompanied by three pairs of floating arms with drumsticks. The drumbellower emits loud drumming sounds, as well as incoherent shouts from the mouths on its two faces. The noise is nearly incessant, much to the dismay of villagers everywhere.

Art by Iris Compiet
@iriscompiet

Generous Visitor

The generous visitor is a Tiny kami that appears as a forest spirit, having deer and squirrel-like characteristics. It is accompanied by floating acorns and is often found wearing a smiling mask. The visitor is known to give gifts, but it is said that one must modestly refuse a gift three times before accepting it to show humility before the kami.


Generous Visitor

Tiny Fey (Kami), Typically Neutral Good


  • Armor Class 15
  • Hit Points 5 (2d4)
  • Speed 20 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16 (+3)

  • Skills Acrobatics +7, Perception +7, Stealth +7
  • Senses blindsight 60 ft., passive Perception 17
  • Languages understands Celesital and Common but can't speak
  • Challenge 0 (0 or 10 XP)
  • Proficiency Bonus +2

Evasion. When the visitor is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions

Spellcasting. The visitor casts one of the following spells, requiring no components, using Wisdom as the spellcasting ability (spell save DC 13):

At will: druidcraft, guidance, pass without trace, resistance

Magical Gift (1/Day). The visitor targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms.

Natural Shelter. The visitor magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The visitor can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the visitor's blindsight. The visitor can use it's action to emerge from a shelter. If its shelter is destroyed, the visitor is forced out and appears in the shelter's space, but is otherwise unharmed.

Art by Rudy Siswanto
@crutz

Geothermal Kami

Huge Elemental (Kami), Typically Neutral Good


  • Armor Class 17 (natural armor)
  • Hit Points 58 (9d12)
  • Speed 5 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 8 (-1) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages understands Common but can't speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Enchanted Spring. When a creature spends 1 hour bathing in the hot springs of the kami, the kami casts one of the following spells on that creature, using Wisdom as the spellcasting ability: bless, cure wounds, greater restoration, lesser restoration, protection from poison, remove curse

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.

Hot Springs (Recharge 4–6). The kami spews boiling water in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Geothermal Kami

The geothermal kami appears as a massive stone hot spring bath, though it has three legs and a large mask on one side. It is accompanied by smaller floating hot springs and is a welcome sight in the snowy peaks of the Sokenzan mountains. This mysterious kami will sometimes appear to overworked monks and offer them a warm, relaxing bath.

Art by Fiona Hsieh
@fionahsieh

Gloomshrieker

The gloomshrieker is a fearsome kami spirit that has aspects of a tanuki, a tiger, a monkey, and has the front half of a snake for a tail. Its fearsome cry strikes fear in even the heartiest samurai warrior. It has the ability to transform itself into a black cloud of smoke, allowing it to infiltrate secure places and cause devastation. There is no known way to appease the gloomshrieker, and it must be sent back to Kakuriyo or defeated. Once defeated, it must be given the proper burial rites, otherwise it may return.


Gloomshrieker

Large Monstrosity (Kami), Typically Neutral


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0)

  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages understands Celestial but can't speak
  • Challenge 6 (2,300 XP)
  • Proficiency Bonus +3

Actions

Multiattack. The gloomshrieker makes three attacks: one with its Bite, and two with its Claws. It can use its Shriek in place of its Bite or Claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Shriek. Each creature within 20 feet of the gloomshrieker must succeed on a DC 15 Wisdom saving throw or have the frightened condition until the end of the gloomshrieker's next turn. A target that successfully saves is immune to the shriek of all gloomshriekers for the next 24 hours.

Mist form. The gloomshrieker polymorphs into a shroud of mist or back into its true form. While in mist form, the gloomshrieker can't take any actions but its shriek action, and can't 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.

Art by Jesper Esjing
@ejsing

Golden-Tail Disciple

Medium Humanoid (Monk), Any Alignment


  • Armor Class 14 (Unarmored Defense)
  • Hit Points 38 (7d8 + 7)
  • Speed 40 ft.

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

  • Saving Throws Str +3, Dex +4, Int +3, Wis +4
  • Skills History +3, Insight +4, Perception +4
  • Senses passive Perception 14
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the disciple is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The disciple makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) force damage.

Reactions

Parry. The disciple adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the disciple must see the attacker.

Slow Fall. When the disciple falls, it reduces any falling damage it takes by 35.

Golden-Tail Disciple

The Golden-Tail academy in Eiganjo trains the best Imperial samurai, having been started by Golden-Tail sensei, a legendary kitsune samurai during the Kami War. Disciples of the academy are trained in both body and mind and draw from the experience of many-tailed kitsune to become great warriors and tacticians.

Art by Miranda Meeks
@mirandameeks

Gravelighter

The gravelighter is also known as the kami of forgotten clearings. It is an incredibly territorial spirit found in the Jukai Forest and appears as a skeletal mass of hands beneath a thin, black silk dress. It has a humanoid mask-like face with glowing eyes and carries a paper lantern that glows a sickly green. Though it is territorial, it is intelligent and can be reasoned with if properly respected.


Gravelighter

Medium Undead (Kami), Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft., climb 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 14 (+2) 13 (+1) 12 (+1) 15 (+2)

  • Skills Athletics +5, Intimidation +4
  • Damage Vulnerabilities bludgeoning
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses passive Perception 11
  • Languages understands Celestial but doesn't speak
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Fleeting Anger. If another creature deals damage to the gravelighter, the gravelighter makes attack rolls with advantage until the end of its next turn.

Unusual Nature. The gravelighter doesn't require air, food, drink, or sleep.

Actions

Multiattack. The gravelighter makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) necrotic damage.

Grappling Hands. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target has the grappled condition (escape DC 13). The gravelighter has four pairs of skeletal arms and can have four creatures grappled this way.

Bonus Actions

Many Hands. The gravelighter takes the Use an Object action.

Paper Lantern. The gravelighter alters the radius of its paper lantern, which sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius.

Art by Ilse Gort
@caraidart

Greater Tanuki

Huge Monstrosity (Kami), Unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 66 (7d12 + 21)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 8 (-1)

  • Skills Perception +5, Stealth +4
  • Senses passive Perception 15
  • Languages understands Celestial but can't speak
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

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

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or have the prone condition.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Greater Tanuki

Tanuki are playful, raccoon-like hounds native to Kamigawa. Though they are beasts, they have a reputation for curiosity, playfulness, and mischief. A greater tanuki is a tanuki whose antics have attracted the attention of kami spirits, who imbue the tanuki with magic, causing it to grow to great size and strength. Despite its menacing appearance, tanuki are mostly scavengers and have no interest in hurting others unless provoked.

Art by Anna Steinbauer
@depingo

Guardian of Oboro

In recent times, the moonfolk have allowed visitors, merchants, and others into their floating city of Otawara, which has become a sort of beacon of progress and technology. However, their palace of Oboro is regarded as a sacred place, and no outsiders or non-moonfolk are allowed to step foot there. The Guardians of Oboro are a force of dedicated moonfolk samurai who enforce this restriction with cold calculus and deadly precision.


Guardian of Oboro

Medium Humanoid (Moonfolk), Typically Lawful Neutral


  • Armor Class 18 (Unarmored Defense)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 10 (+0) 18 (+4) 10 (+0)

  • Saving Throws Wis +6
  • Skills Perception +6, Performance +2, Persuasion +2
  • Senses passive Perception 16
  • Languages Common
  • Challenge 4 (1,100 XP)

Unarmored Defense. While the guardian is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The guardian makes two Katana attacks.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.

Direct Drones (1/day). The guardian summons a swarm of papercraft butterfly drones. It has the statistics of a swarm of wasps (see the Monster's Manual), except it is a Medium swarm of Tiny Constructs, it is immune to psychic and poison damage and the poisoned condition, and it doesn't need to eat, drink, sleep or breathe.
    A summoned swarm appears in an unoccupied space within 60 feet of the guardian and acts as an ally of the guardian. It remains for 1 minute, until it or the guardian dies, or until the guardian dismisses it as an action.

Reactions

Parry. The guardian adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the guardian must see the attacker and be wielding a melee wepaon.

Art by Ilse Gort
@ilsegort

Hound

Small Beast, Unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

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

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

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Hound

Kamigawa is home to many different breeds of hound; they are descended from wolves, but domesticated and bred to assist humanoids in hunting and tracking. They also make trusted and loyal companions to those who care for them, and some hounds have even been known to befriend kami.

Art by Antonio J. Manzanedo
@ajmanzanedo

Imperial Enforcer

Imperial enforcers act as guards and lawmen throughout the territories of the Empire, tasked with keeping the peace and tracking down criminals to bring them to justice.


Imperial Enforcer

Medium Humanoid, Typically Lawful Neutral


  • Armor Class 16 (scale mail)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Actions

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

Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Art by Victor Adame Minguez
@victoradameart

Imperial Mothrider

The moths of Eiganjo were once no different from any other great beast of Kamigawa's wilds. It took years of patience and dedication to convince them to bear riders. Mothriders ride these large moths into battle and use them to patrol the skies.


Imperial Mothrider

Medium Humanoid (Fighter), Typically Lawful Neutral


  • Armor Class 17 (half plate armor)
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

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

  • Skills Animal Handling +3, Athletics +4, Perception +3
  • Senses passive Perception 13
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Umayari. Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage, or 10 (1d12 + 4) piercing damage while mounted.


Imperial Moth

Large Beast, Unaligned


  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 9 (-1) 13 (+1) 10 (+0)

  • Skills Perception +5, Stealth +4
  • Senses blindsight 60 ft., passive Perception 15
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Flyby. The moth doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

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

Silk (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one creature. Hit: The target has the restrained condition. While restrained this way, the target has three quarters cover against attacks and other effects outside the silk. As an action, the restrained target can make a DC 11 Strength check, bursting the silk on a success. The silk can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Art by Zara Alfonso
@zaraalfonso

Imperial Subduer

An Imperial subduer is a samurai trained to use the war fan as a weapon, and use wind magic to subdue and control his opponents.


Imperial Subduer

Medium Humanoid, Typically Lawful Neutral


  • Armor Class 16 (leather armor, war fan)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 14 (+2)

  • Skills History +2, Religion +2
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The subduer makes two melee attacks.

War Fan. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spellcasting. The subduer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: druidcraft, thaumaturgy
3/day each: expeditious retreat, feather fall, gust of wind

Art by Kekai Kotaki
@kekai_kotaki

Iron Apprentice

Small Construct, Unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 1 (-5)

  • Skills Arcana +2, Athletics +5
  • Damage Resistances fire, lightning
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages understands one language of its creator but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Immutable Form. The apprentice is immune to any spell or effect that would alter its form.

Powerful Build. The apprentice has a carrying capacity of 500 lb. and can push, drag, or lift twice that amount.

Unusual Nature. The apprentice doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) lightning damage.

Iron Apprentice

An iron apprentice is a cheap, scrap-welded robot used by smiths and artisans in Sokenzashi to assist around the forge or shop. They can take any number of forms, often made from whatever scraps are on hand. They are more suited to lifting than battle but will defend their creators and owners if necessary.

Art by Chase Stone
@chasestone_art

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Jin-Gitaxias

Large Monstrosity (Phyrexian, Artificer), Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 190 (20d10+80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 18 (+4) 20 (+5) 12 (+1) 13 (+1)

  • Saving Throws Con +7, Int +10, Cha +6
  • Skills Deception +6, Investigation +10, Perception +6
  • Damage Resistances acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Phyrexian
  • Challenge 16 (15,000 XP)
  • Proficiency Bonus +5

Legendary Resistance (3/day). If Jin-Gitaxias fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Jin-Gitaxias makes three attacks with his claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a DC 24 Constitution saving throw.

On a failed save, the target takes 7 (2d6) poison damage and has the poisoned condition until the end of its next turn. On a successful save, the target takes half as much damage and suffers no other effects.

Spellcasting. Jin-Gitaxias casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):

At will: detect magic
3/day each: dispel magic, hold person, identify, see invisibility,
1/day each: dominate person, programmed illusion, telepathic bond

Reactions

Counterspell (3/day). Jin-Gitaxias casts counterspell, using Intelligence as the spellcasting ability.

Legendary Actions

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

Claw. Jin-Gitaxias makes one attack with his Claws.

Spellcasting (Costs 2 Actions). Jin-Gitaxias uses Spellcasting.

Art by Steve Prescott
@thesteveprescott

Jukai Archer

Medium Humanoid (Ranger), Typically Chaotic Good


  • Armor Class 16 (studded leather)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 10 (+0)

  • Skills Acrobatics +6, Perception +5
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The archer makes two Wakizashi or Daikyu attacks.

Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Daikyu. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Spellcasting. The archer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

2/day each: cordon of arrows, spike growth

Jukai Archer

The Jukai Order is organized in decentralized cells scattered throughout the plane. Cells are small, typically comprised of a few stealth operatives and a kami channeler or two. They mobilize quickly and hide when needed, favoring decisive acts of swift destruction.

Art by Donato Giancola
@donatoarts

Jukai Preserver

Kami take a very active role in shaping and guiding the Order of Jukai, providing power, friendship, and a shared sense of purpose. Some members and kami share such a deep, personal connection that the kami will grant the mortal permission to access the deepest recesses of their magic. These channelers can call upon powerful spirits and primal forces of nature.


Jukai Preserver

Medium Humanoid, Typically Chaotic Good


  • Armor Class 13 (Unarmored Defense)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)

  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Common, Druidic, Orochi
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the preserver is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The preserver makes two Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Thorn Whip. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 3 (1d6) piercing damage, and if the target is Large or smaller, it is pulled up to 10 feet closer to the preserver.

Spellcasting. The preserver casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

At will: druidcraft
3/day each: entangle, speak with animals, speak with plants
1/day each: animal messenger, conjure fey, locate animals or plants

Art by Francisco Miyara
@frmiyara

Jukai Trainee

Medium Humanoid (Monk), Typically Chaotic Good


  • Armor Class 14 (Unarmored Defense)
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (-1)

  • Skills Arcana +2, Acrobatics +4, Religion +2
  • Senses tremorsense 10 ft., passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Unarmored Defense. While the trainee is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The trainee makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Reactions

Parry. The trainee adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the trainee must see the attacker.

Jukai Traineee

The Order of Jukai accepts only the strongest in body and spirit. On the last day of a Jukai agent's training, they are bequeathed a powerful relic blessed by the kami.

Art by Yongjae Choi
@indus

Kaito Shizuki

Kaito Shizuki is a human cyberninja and planeswalker, able to use magic to travel to different worlds. He was orphaned at a young age and raised with his sister in the Imperial Palace, where he befriended the would-be Emperor. He was trained as a Samurai by Light-Paws and Swift-Arm, and is now a master ninja who augments his skills as an infiltrator with innate telekinetic powers. He pursues a personal agenda of technological progress on his homeworld of Kamigawa, determined to make the plane a better place for himself and his family. He has no qualms about breaking rules or flouting authority to accomplish his goals. He is accompanied by Himoto, a kami of the Spark that inhabits an origami robot. Himoto has the statistics of a cat, except she's a Construct, she's immune to poison damage and the poisoned condition, and she doesn't need to eat, drink, sleep, or breathe.



Kaito Shizuki

Medium Humanoid (Human, Monk), Chaotic Good


  • Armor Class 18 (unarmored defense)
  • Hit Points 112 (15d8+45)
  • Speed 40 ft.

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

  • Saving Throws Dex +8, Wis +8, Cha +5
  • Skills Sleight of Hand +8, Stealth +8
  • Senses passive Perception 14
  • Languages Common, Thieves' Cant
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +4

Evasion. If Kaito is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaito instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Magic Weapons. Kaito's weapon attacks are magical.

Actions

Multiattack. Kaito makes three weapon attacks.

Shuriken. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 4) piercing damage plus 4 (1d8) lightning damage.

Spellcasting. Kaito casts one of the following spells, using Wisdom as the spellcasting ability (spellsave DC 12):

At will: mage hand (the hand is invisible)
3/day each: catapult,* levitate
1/day: telekinesis

Planeswalk (1/day). Kaito casts plane shift on himself and Himoto.

Bonus Actions

Patient Defense (2/day). Kaito takes the Dodge action.

Step of the Wind (2/day). Kaito takes the Dash or Disengage action.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Reactions

Parry. Kaito adds 2 to his AC against one melee attack that would hit him. To do so, Kaito must see the attacker and be wielding a melee weapon.

* The catapult spell appears in Xanathar's Guide to Everything.

Art by Nicholas Gregory
@cosmicdaydreamstudio

Kami of Bamboo Groves

Large Plant (Kami), Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

  • Skills Stealth +2
  • Damage Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Celestial and Druidic but can't speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Forestwalk. The kami ignores difficult terrain made of plants or undergrowth.

Actions

Multiattack. The kami makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Spellcasting. The kami casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12):

At will: drudcraft, speak with plants
3/day: plant growth
1/day: tree stride

Kami of Bamboo Groves

The kami of bamboo groves appears as a disembodied forest creature; its heads and limbs float apart from its torso. It appears to be made of bamboo and has sharp claws and three eyes on its floating face. The swamps of takenuma were once a green bamboo forest, but this kami can be found anywhere bamboo will grow.

Art by Milivoj Ćeran
@mceran

Kami of Celebration

The kami of celebration appears as a large red rope with decorative knots, incorporating many golden bells; three of which serve as eyes and speechless mouths. A white cloth sometimes makes the kami appear as though it has wings or is wearing a cape. This kami is associated with revelry and often appears during celebrations and holidays.


Kami of Celebration

Medium Aberration (Kami), Typically Chaotic Neutral


  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 10 (+0) 8 (-1) 16 (+3)

  • Saving Throws Dex +5, Cha +5
  • Skills Acrobatics +7, Performance +5
  • Condition Immunities blinded
  • Senses passive Perception 9
  • Languages understands Celestial and Common but can't speak
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Enthralling Revelry. If the kami engages in revelry for at least 1 minute, it chooses up to four Humanoids within 60 feet of it who were present for the entire minute. Each target must succeed on a DC 13 Wisdom saving throw or have the charmed condition. While charmed in this way, the target will take part in the kami's revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if the kami attacks the target, or if the target witnesses the kami attacking or damaging any of the target's allies.

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Multiattack. The kami makes three Pelt attacks.

Pelt. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Spellcasting. The kami casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13):

1/day each: crown of madness, hideous laughter, irresistable dance

Bonus Actions

Nimble. The kami takes the Disengage action.

Art by Chris Rahn
@ChrisRahnArt

Kami of Industry

Large Monstrosity (Kami), Typically Neutral


  • Armor Class 13
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 18 (+4) 12 (+1) 7 (-2)

  • Skills Athletics +6, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The kami makes one Hammer, one Longsword, and two Fist attacks.

Hammer. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) slashing damage.

Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Spellcasting. The kami casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):

At will: control flames*, heat metal, produce flame

Kami of Industry

The kami of industry appears as a large white gorilla with four arms and is accompanied by floating bits of red-hot metal that sometimes form letters in the air around it. Its stomach also serves as a forge where it heats metal to work with and create new objects. This kami is often found around Sokenzashi or anywhere creativity and ingenuity with craft are allowed to flourish.


* The control flames spell appears in Xanathar's Guide to Everything and the Elemental Evil Player's Companion.

Art by Josh Hass
@joshhass

Kami of Mourning

The kami of mourning appears as a skeletal centaur-like creature, with a horse-like lower half made of bones and a more humanoid upper torso. It has two arms, but an additional pair of skeletal arms and legs point up from its front legs. The humanoid portion is covered with long black hair and appears to be hiding tiny skulls or masks beneath it. The kami has a somber mask, and is accompanied by floating red discs, and sometimes shadow skeletons. This kami often appears at times of great loss and is seen leading the kami March of Wretched Sorrow.


Kami of Mourning

Large Undead (Kami), Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 124 (15d10 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2)

  • Damage Vulnerabilities bludgeoning
  • Damage Resistances psychic
  • Damage Immunities poison
  • Condition Immunities exhaustion, petrified, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Celestial but doesn't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Mourning. At the start of each of the kami's turns, each creature within 5 feet of it that can hear it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Multiattack. The kami makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) slashing damage.

Create Skeleton. The kami targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute. The target's spirit rises as a ghostly skeleton in the space of its corpse or in the nearest unoccupied space. The skeleton is under the kami's control. The kami can have no more than five skeletons under its control at one time.

Wail (1/day). Each creature within 300 feet of the kami that can hear it must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.

Art by rk post
@postrk

Kami of Restless Shadows

Medium Undead (Kami), Typically Chaotic Evil


  • Armor Class 13
  • Hit Points 66 (12d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)

  • Saving Throws Wis +4
  • Skills Stealth +7
  • Damage Vulnerabilities radiant
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages understands Celestial but doesn't speak
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Light Sensitivity. While in bright light, the kami has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Foreleg. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage or, if the kami had advantage on the attack roll, 17 (4d6 + 3) slashing damage.

Raise Shadow. The kami targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute. The target's spirit rises as a shadow in the space of its corpse or in the nearest unoccupied space. The shadow is under the kami's control, and can't create more shadows. The kami can have only one shadow under its control at one time.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the kami takes the Hide action.

Kami of Restless Shadows

The kami of restless shadows appears as a menacing, cloaked skeletal figure, dressed in black and surrounded by floating objects similar to throwing stars. It has four spider-like skeletal legs that peek out from its robe as it crawls along. This kami is associated with death and the grave.

Art by Mark Zug
@markzug

Kami of Terrible Secrets

The kami of terrible secrets is a strange, otherworldly kami that appears as a creature with a spider-like lower half and humanoid upper half. It has no head but carries a strange glowing orb that it holds near where its head would be. It is accompanied by a large floating shell similar to a horseshoe crab, with its own eyes and many clawed hands. Further, the kami is accompanied by numerous floating eyes and ears, all of which serve to help this kami uncover secrets and learn information. It has been seen lurking among the rotting bamboo of the swamps of Takenuma.



Kami of Terrible Secrets

Medium Aberration (Kami), Typically Neutral Evil


  • Armor Class 13
  • Hit Points 40 (9d8)
  • Speed 10 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)

  • Saving Throws Int +6, Wis +5
  • Skills Perception +5, Insight +5, Stealth +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, frightened, petrified, poisoned
  • Senses truesight 60 ft., passive Perception 15
  • Languages understands all but doesn't speak, telepathy 120 ft.
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Keen Senses. The kami has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Unusual Nature. The kami doesn't require air, food, drink, or sleep.

Actions

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the kami that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it has the stunned condition until the end of its next turn. On a successful save, it takes half as much damage suffers no other effects. Constructs and Undead are immune to this effect.

Weird Insight. The kami targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the kami's Wisdom (Insight) check. If the kami wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed, or if it is a Construct or Undead.

Whispers of Compulsion. The kami chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.

Art by Steve Prescott
@thesteveprescott

Kami of Transience

The kami of transience bears a resemblance to an elk or horse and appears to have both white fur, and bark growing from it. Its upper half has a humanoid mask and pieces of masks, and a tree grows from its shoulders. It is accompanied by floating masks with leaves. This kami is associated with inevitable change.


Kami of Transience

Medium Fey (Kami), Typically Chaotic Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 143 (22d8 + 44)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) 19 (+4) 20 (+5) 21 (+5)

  • Saving Throws Int +8, Wis +9
  • Skills Arcana +8, Nature +8, Perception +9
  • Senses darkvision 60 ft., passive Perception 19
  • Languages understands Celestial but doesn't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

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

Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they and the kami shared a language.

Actions

Multiattack. The kami makes three attacks.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Spellcasting. The kami casts one of the following spells, requiring no spell components and using its Wisdom as the spellcasting ability (spell save DC 17).

At will: druidcraft
3/day each: dispel magic, entangle, plant growth, spike growth
1/day each: moonbeam, grasping vine, wall of thorns

Suppress Magic (Recharge 5–6). The kami targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the kami has the incapacitated condition or dies, or until the kami uses a bonus action to end the effect.

Art by Mirko Failoni
@mirkodocfile

Kami of Transmutation

The kami of transmutation appears as a translucent, ghostly figure with four hands, but has an opaque humanoid mask and long black hair. The mask is surrounded by different kinds of materials, stone, wood, and sometimes metal. The floating energy objects around it range from stone slabs to neon signs. This kami has the ability to transmute objects and creatures into other forms.


Kami of Transmutation

Medium Aberration (Kami), Typically Neutral


  • Armor Class 15 natural armor
  • Hit Points 49 (11d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 12 (+1) 17 (+3) 11 (+0)

  • Saving Throws Con +3, Wis +6
  • Skills Medicine +4, Perception +6, Survival +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities grappled, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Celestial
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Immutable Form. The kami is immune to any spell or effect that would alter its form against its will.

Actions

Multiattack. The kami makes three Ethereal Burst attacks.

Ethereal Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage.

Spellcasting. The kami casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: alter self, light, prestidigitation
2/day each: fabricate, stone shape, polymorph
1/day: transmute rock

Art by Jesper Ejsing
@ejsing

Kappa Cannoneer

Medium Humanoid (Kappa), Any Alignment


  • Armor Class 18 (natural armor, shield)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +6, Con +4, Wis +3
  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common
  • Challenge 4 (1,100 XP)
  • Proficiency Bonus +2

Amphibious. The kappa can breathe air and water.

Actions

Multiattack. The kappa makes two Claws attacks.

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

Plasma Cannon. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 17 (2d12 + 4) radiant damage.

Shell Defense. The kappa withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the kappa has the prone condition, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.

Kappa Cannoneer

With the kappa reemerging in Kamigawa in the modern era, some have taken to incorporating the new technology into their shells. The kappa cannoneer is a kappa who has attached a plasma cannon to its shell, using it to devastating effect. The kappa have emerged from Lake Kamitaki, but their motives are unknown; they might be defending their homes from intruders, or allying themselves with one of Kamigawa's factions.

Art by Alexander Mokhov
@mokhman

Kirin

The kirin appear as spirits with aspects of horse, dragon, and deer or goat. They have horns and can fly through magical means. There are five legendary kirin who spend every 1000 years among mortals before reuniting with the other kirin to discuss their experiences. Dew, the cloudhoof kirin; Pipe, the skyfire kirin; Silverbeard, the celestial kirin; Thorn, the bounteous kirin; and Scale, the infernal kirin, who spends his time among mortals not as a humanoid but as a disease. There is also Hinata, the dawn crowned, a kirin known to be curious or meddlesome.



Kirin

Large Celestial (Kami), Typically Chaotic Good


  • Armor Class 20 (natural armor)
  • Hit Points 153 (18d10 + 54)
  • Speed 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 16 (+3) 19 (+4) 20 (+5) 20 (+5)

  • Skills Insight +9, Perception +9, Religion +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., truesight 30 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

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

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

Actions

Multiattack. The kirin makes two Hoof attacks and one Horn attack.

Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.

Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Spellcasting. The kirin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):

At will: light, thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration 1/day each: calm emotions, dream, greater restoration, protection from evil and good, revivify, wind walk

Change Shape. The kirin magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the kirins's choice).
    In a new form, the kirin retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, legendary actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

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

  • Move. The kirin moves up to half its speed without provoking opportunity attacks.
  • Attack. The kirin makes one Hoof or Horn attack.
Art by Daarken
@daarken

Kodama

Huge Plant (Kami), Typically Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 13
  • Languages understands Celestial and Druidic but can't speak
  • Challenge 9 (5,000 XP)
  • Proficiency Bonus +4

Limited Magic Immunity. The kodama can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Siege Monster. The kodama deals double damage to objects and structures.

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Multiattack. The kodama makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Spellcasting. The kodama casts one of the following spells, without requiring material components and using Wisdom as the speallcasting ability (spell save DC 15):

At will: druidcraft, thorn whip
2/day each: entangle, plant growth, spike growth
1/day each: commune with nature, grasping vine

Kodama

The Kodama are tree spirits, kami who are found throughout the Jukai forest and often defend it from those who wish to harm it. There are five Kodama in Kamigawa, each one found near one of five great trees: the North tree, South tree, East tree, West tree, and the Center tree. Before the Kami War, these five trees were tended by the Budoka order of ancient monks. These kodama and their trees are still found within the Jukai to this day, and prevent Towashi from expanded too much further into nature.

Art by Daniel Zrom
@danielzrom

Kyodai

Called the Soul of Kamigawa, Kyodai is the kami of the plane itself. She was originally an aspect of O-Kagachi, the embodiment of both the Kakuriyo and Utsushiyo. Kyodai was stolen by Takeshi Konda, which instigated the Kami War. In its aftermath, Kyodai bonded with Michiko Konda and helped start the Empire to preserve the balance between the worlds and prevent another war.



Kyodai

Gargantuan Dragon (Kami), Lawful Good


  • Armor Class 23 (natural armor)
  • Hit Points 585 (30d20 + 270)
  • Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 29 (+9) 25 (+7) 28 (+9) 30 (+10)

  • Saving Throws Con +18, Int +16, Wis +18, Cha +19
  • Skills Insight +18, Perception +18, Persuasion +19
  • Damage Immunities cold, fire, lightning, necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, frightened, paralyzed, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 28
  • Languages all
  • Challenge 30 (155,000 XP)
  • Proficiency Bonus +9

Legendary Resistance (5/Day). If Kyodai fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Kyodai makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or have the prone condition.

Spellcasting. Kyodai casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 27):

2/day each: banishment, plane shift

Brilliant Burst (Recharge 5–6). Kyodai uses one of the following brilliant burst options:

  • Brilliant Restoration Each creature of Kyodai's choice with 100 feet of her regains 71 (13d10) hit points, and each creature in that area of Kyodai's choice that has been dead for no longer than 1 hour is restored to life with all its hit points.
  • Brilliant Vengeance Every enemy within 50 feet of Kyodai must make a DC 26 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

  • Attack. Kyodai makes one Claw attack.
  • Furious Bite (Costs 2 Actions). Kyodai makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw have the frightened condition until the end of the target's next turn.
Art by Cristi Balanescu
@cristib

Mirrorshell Crab

Huge Beast, Unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 3 (-4) 11 (+0) 3 (-4)

  • Skills Stealth +2
  • Senses blindsight 30 ft., passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Amphibious. The crab can breathe air and water.

Antimagic Shell. The crab has advantage on saving throws against spells, and any creature making a spell attack against the crab has disadvantage on the attack roll.

Detritus Camouflage. If the crab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the crab move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the crab is animate.

Actions

Multiattack. The crab makes two attacks with its Claws.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target has the grappled condition (escape DC 15). The crab has two claws, each of which can grapple only one target.

Mirroshell Crab

The mirroshell crab is an enormous crustacean found in the waters of Kamigawa. Its shell is highly reflective, making magic cast at it quite difficult. Its large size means it has no problem making a meal out of humanoids just as easily as fish.

Art by Viko Menezes
@viko

Moon-Circuit Hacker

Hackers are individuals with the technological and arcane prowess to commandeer Saiba technology, often remotely. With the aid of their own bonded kami and tech, they are able to access just about anything with a connection to Kakuriyo.

* These spells appear in Unearthed Arcana: Modern Magic
† These spells appear in Chapter 4.


Moon-Circuit Hacker

Medium Humanoid (Artificer), Any Alignment


  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.

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

  • Skills Arcana +5, Investigation +5, Stealth +4
  • Senses passive Perception 12
  • Languages Common, Thieves' Cant
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Stun Gauntlet. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (3d6 + 2) lightning damage.

Hack Construct. One Construct of the hacker's choice it can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or have the charmed condition for 1 minute, or until the hacker uses a bonus action to end the effect.

Spellcasting. The hacker casts one of the following spells, using its gauntlet as a spellcasting focus and using Intelligence as the spellcasting ability (spell save DC 13):

At will: infallible relay,* okiba salvage,† on/off,* remote access* voltage surge
2/day each: arcane hacking* digital phantom,* short circuit
1/day each: haywire,* invisibility to cameras,* malicious malfuction†, system backdoor*

Suppress Magic (Recharge 5–6). The hacker targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the hacker has the incapacitated condition or dies, or until the hacker uses a bonus action to end the effect.

Bonus Actions

Nimble. The hacker takes the Disengage or Hide action.

Art by Ekaterina Burmak
@katemaxpaint


Ninja

Medium Humanoid (Rogue), Any Alignment


  • Armor Class 15 (studded leather)
  • Hit Points 63 (12d8 + 12)
  • Speed 40 ft.

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

  • Skills Acrobatics +5, Deception +2, Perception +4, Stealth +5
  • Senses passive Perception 14
  • Languages Thieves' Cant, one other language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Assassinate. During its first turn, the ninja has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ninja scores against a surprised creature is a critical hit.

Evasion. If the ninja is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ninja instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack (1/Turn). The ninja deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ninja that doesn't have incapacitated condition and the ninja doesn't have disadvantage on the attack roll.

Actions

Multiattack. The ninja makes two Ninjato or Shuriken attacks.

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

Shuriken. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Smoke Bomb (3/day). The ninja throws a smoke bomb at a point it can see within 60 feet of it. It emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it.

Bonus Actions

Shadow Stealth. While in dim light or darkness, the ninja takes the Hide action.

Art by Justine Cruz
@justinecruzart

Oni Cultist

Oni cultists can be found throughout Kamigawa, seeking to bring back their masters, the oni who are locked away in Kakuriyo. Worship of the oni is traditional in the culture of the ogres, but can also be found commonly among the Reckoner gangs of Towashi. There is no limit to where one might find a cultist lurking and serving their master.

Oni in Kamigawa can use the statistics for the oni in the Monster Manual; more powerful spirits might use any of that book's statistics for demons or devils.

Oni possession was common during the Kami War, and some oni cultists might find themselves possessed by an oni. Oni possession is distinguished by a glowing third eye that appears vertically on the forehead of the possessed, called the Mark of the Oni. This possession functions similarly to the Possession action of the ghost, which also appears in the Monster Manual


Oni Cultist

Medium Humanoid, Typically Lawful Evil


  • Armor Class 13 (leather armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Skills Deception +4, Intimidation +4, Religion +2
  • Senses passive Perception 11
  • Languages Common, Infernal
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Dark Devotion. The cultist has advantage on saving throws it makes to avoid or end the charmed or frightened condition on itself.

Actions

Multiattack. The cultist makes two melee attacks.

Tanto. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Inflict Wounds (1/day). Melee Spell Attack. +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.

Spellcasting. The cultist casts one of the following spells, using Charisma as the ability modifier (spell save DC 12)

At will: thaumaturgy
3/day each: darkness, command, hold person

Art by Carl Critchlow

Orochi Elder

Medium Humanoid (Orochi, Druid), Neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft., swim 30 ft.

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

  • Skills Perception +4, Stealth +4, Survival +6
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Orochi
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Serpentine Build. The elder has advantage on ability checks it makes to grapple and can grapple one creature while leaving its hands free.

Actions

Multiattack. The elder makes two attacks: one with its bite and one with its shillelagh.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw. On a failed save, the creature has the poisoned condition until the start of the elder's next turn.

Shillelagh. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. This weapon attack is magical.

Spellcasting. The elder casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12).

At will: druidcraft, poison spray, thorn whip
3/day each: entangle, fog cloud, pass without trace, spike growth
1/day each: conjure animals (snakes only), plant growth

Orochi Elder

The three Orochi tribes, Kashi, Matsu, and Sakura, are all led by Elders; the oldest and presumably wisest surviving members of the tribe's colonies. Much is expected of these Elders; despite many not having great martial or magical prowess, they are expected to take up arms and defend their tribe in times of great need.

Art by Donato Giancola
@donatoarts

Plant Hydra



Plant Hydra

Huge Plant, Unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

  • Skills Perception +6
  • Damage Vulnerabilities fire
  • Senses darkvision 60 ft., passive Perception 16
  • Languages
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

False Plant. If the hydra is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the hydra move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the hydra is animate.

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws it makes to avoid or end the blinded, charmed, deafened, frightened, stunned, and unconscious conditions.
    Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
    At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Unusual Nature. The hydra doesn't require sleep.

Actions

Multiattack. The hydra makes as many bite attacks as it has heads.

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

Art by Xavier Ribeiro
@lozano

Raiju

The raiju is a spirit strongly associated with thunder, lightning, electricity, and storms. It appears as a beast similar to a wolf, though it has horns, and it has five eyes; a pair below its normal pair and a singular eye on its forehead. It is accompanied by flower-like energy objects, which conduct excess electricity around the creature. It is lightning fast and incredibly dangerous, even to experienced kami intercessors.



Raiju

Medium Elemental (Kami), Typically Chaotic Neutral


  • Armor Class 14
  • Hit Points 60 (8d8 + 24)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 16 (+3) 8 (-1) 11 (+0) 10 (+0)

  • Saving Throws Dex +2
  • Damage Resistances thunder
  • Damage Immunities lightning
  • Condition Immunities paralyzed
  • Senses darkvision 60 ft, passive Perception 10
  • Languages understands Celestial but can't speak
  • Challenge 4 (1,800 XP)
  • Proficiency Bonus +2

Evasion. If the raiju is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the raiju instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Lightning Form. The raiju can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the raiju or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the raiju can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage.

Water Susceptibility. For every 5 feet the raiju moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions

Multiattack. The raiju makes two Claw attacks, then uses its Lightning Strike if available.

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

Lightning Strike (Recharge 5-6). The raiju shoots lightning at a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Art by Gaboleps
@gaboleps

Samurai

Samurai are warriors trained in the ancient arts of battle and the sword. Most samurai are graduates of the Golden-Tail Academy, where they learn both ancient techniques as well as other skills such as strategy and history.


Samurai

Medium Humanoid (Fighter), Any Alignment


  • Armor Class 17 (splint armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws Wis +2
  • Skills Athletics +5, Insight +2, Perception +2, Persuasion +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The samurai makes two Katana attacks. If it has a wakizashi drawn, it can also make a Wakizashi attack.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

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

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Bonus Action

Fighting Spirit (3/day). The samurai gains 5 temporary hit points and gains advantage on all weapon attack rolls until the end of its turn.

Art by Eelis Kyttanen
@eeliskyttanen

Seven-Tail Mentor

The seven-tail mentor is a kitsune master sensei at Golden-Tail academy, where the best Imperial samurai are trained. Kitsune grow tails as they grow in experience, knowledge, and wisdom; a seven-tailed kitsune is very wise in the ways of battle. The mentor is a teacher to students, but remains formidable in its own right, able to draw on its experience to gain the upper hand against its enemies.



Seven-Tail Mentor

Medium Humanoid (Kitsune, Fighter), Any Alignment


  • Armor Class 18 (plate)
  • Hit Points 229 (27d8 + 108)
  • Speed 30 ft.

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

  • Saving Throws Str +9, Dex +7, Con +8
  • Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8
  • Senses passive Perception 15
  • Languages Common, Kitsune
  • Challenge 12 (8,400 XP)
  • Proficiency Bonus +4

Tails of Wisdom (7/Day). If the mentor fails an attack roll, ability check, or saving throw, it can give itself a +4 bonus to the roll.

Survivor. The mentor regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.

Actions

Multiattack. The mentor makes two Nodachi or Hankyu attacks.

Nodachi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Hankyu. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Legendary Actions

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

  • Command Ally. The mentor targets one ally it can see within 30 feet of it. if the target can see and hear the mentor, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
  • Weapon Attack. The mentor makes one Nodachi or Hankyu attack.
Art by Donato Giancola
@donatoarts

Skyswimmer Koi

Enormous koi fish known as skyswimmers can be found flying about the skies of Kamigawa, believed to be related in some way to the Colossal Sky Turtles. These fish once swam alone among the clouds, but now the people of Kamigawa have built high enough to reach them.


Skyswimmer Koi

Gargantuan Beast, Unaligned


  • Armor Class 13
  • Hit Points 42 (4d20)
  • Speed 0 ft., fly 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (+0) 1 (-5) 7 (-2) 2 (-4)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Amphibious. The koi can breathe air and water.

Actions

Swallow. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: A Large a smaller creature is swallowed. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the koi, and takes 13 (3d8) acid damage at the start of each of the koi's turns.

The koi's gullet can hold up to two creatures at a time. If the koi takes 20 damage or more on a single turn from a creature inside it, the koi must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the koi and has the prone condition. If the koi dies, all swallowed creatures are similarly regurgitated.

Art by Fajareka Setiawan
@fajareka

Songshaper

Medium Humanoid (Bard), Any Alignment


  • Armor Class 15 (chain shirt)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +6
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The sonshaper makes two Bash or Soundburst attacks. It can replace one attack with a use of Spellcasting.

Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Soundburst. Ranged Spell Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) thunder damage.

Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the sonshaper must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the songshaper. On a successful save, a creature takes half as much damage and isn't pushed.

Spellcasting. The songshaper casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: thaumaturgy
1/day each: charm person, shatter, sleep

Bonus Actions

Taunt (2/Day). The songshaper targets one creature within 30 feet of it. If the target can hear the songshaper, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the songshaper's next turn.

Songshaper

The advent of technology has changed many aspects of life in Kamigawa, including music. The songshaper uses technology to record sounds and change them as they are played back, creating a new genre of electronic music that is very popular among the younger crowds. Some even go as far as augmenting their bodies to become one with the music.

Art by Chase Stone
@chasestone_art

Tamiyo, the Moonsage

The story of the Multiverse spans countless planes and stretches back thousands of generations—and Tamiyo aimed to documented it all. An intrepid researcher in search of deep truths and hidden secrets, she tried to avoid interfering in the history she studied. Yet despite her efforts to remain impartial, she had an uncanny knack for putting herself at the center of events that would define the Multiverse for generations to come. Tamiyo's magic centered on the stories recorded in her scrolls. Each story, when read, provided her with a different spell, which she augmented with her innate telepathic and telekinetic powers.

Tamiyo unfortunately lost her life to the Phyrexians during the invasion, leaving behind her beloved husband Genku and her children. Her spirit lives on, however, through her scrolls; now wielded by her adopted son Nashi.

This stat block depicts Tamiyo as she was in life. Her spirit has the same statistics, except she is Undead and has the Incorporeal Movement trait from the ghost stat block.



Tamiyo

Medium Humanoid (Moonfolk), Chaotic Good


  • Armor Class 16
  • Hit Points 130 (20d8+40)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)

  • Saving Throws Con +5, Int +7, Wis +6, Cha +4
  • Skills Arcana +7, History +7, Investigation +7, Perception +6
  • Senses passive Perception 16
  • Languages Common, Nezumi, telepathy 60 ft.
  • Challenge 8 (3,900 XP)
  • Proficiency Bonus +3

Regeneration. Tamiyo regains 10 hit points at the start of her turn if she has at least 1 hit point.

Magic Resistance. Tamiyo has advantage on saving throws against spells.

Actions

Ice Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) cold damage.

Distant Force. Tamiyo takes the Shove or Disarm action against a creature within 60 feet of her, and makes an Intelligence (Arcana) check instead of an attack roll or Strength (Athletics) check.

Spellcasting. Tamiyo casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

At will: catapult,* mage hand (the hand is invisible), minor illusion
2/day each: banishment, detect thoughts, disguise self, dispel magic, moonbeam
1/day: telekinesis, imprisonment

Planeswalk (1/day). Tamiyo casts plane shift on herself.

Reactions

Counterspell (3/day). Tamiyo casts counterspell, using Intelligence as the spellcasting ability (+4).

* The catapult spell appears in Xanathar's Guide to Everything.

Art by Fariba Khamseh
@faribakhamseh

Unforgiving One

Medium Undead (Kami), Typically Chaotic Evil


  • Armor Class 13 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 3 (-4) 8 (-1) 1 (-5)

  • Skills Perception +1
  • Condition Immunities blinded, charmed, frightened
  • Senses blindsight 20 ft. (blind beyond this radius), passive Perception 11
  • Languages understands Common but can't speak
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Vortex of Shadow (Recharge 5-6). The kami sends a swirling cloud of shadow towards a creature it can sense within 20 feet of it. The target must succeed on a DC 14 Constitution saving throw or take 10 (4d4) necrotic damage and have the paralyzed condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unforgiving One

The unforgiving one is a faceless kami that appears as a humanoid figure. It is surrounded by wisps of black smoke and sometimes accompanied by skull-like floating objects. The unforgiving one is a dangerous kami, often attacking once it emerges from a merge gate, and often without warning.

Art by Khang Le

The Unspeakable

Huge Aberration (Kami), Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 310 (23d12 + 161)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)

  • Saving Throws Dex +8, Con +13, Wis +10
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic, poison
  • Condition Immunities paralyzed, poisoned, stunned
  • Senses truesight 120 ft., passive Perception 14
  • Languages telepathy 120 ft.
  • Challenge 20 (25,000 XP)
  • Proficiency Bonus +6

Eldritch Nature. Any creature that looks at the unspeakable must make a DC 21 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the unspeakable's Eldritch Nature for the next 24 hours.

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

At will: detect magic, fireball
3/day each: hold monster, wall of fire

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

Magic Weapons. The pit fiend's weapon attacks are magical.

Actions

Multiattack. The unspeakable makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or have the poisoned condition. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

The Unspeakable

Towazu is the great kami of things unspeakable. It was summoned by students at the Minamo school and afterward began appearing before great seekers of knowledge and owners of arcane scrolls, leaving their owners comatose or insane with the arcane knowledge it imparted.

Forbidden Knowledge

Pursuing knowledge of the Unspeakable drives one to learn more, at the cost of one's own sanity. Furthermore, uncovering even a part of this kami's name invites madness. When a character uses downtime or another activity to pursue hidden knowledge at Minamo, Kitanosu Temple, or other esoteric locations in Kamigawa, there is a 10% chance they uncover knowledge about the Unspeakable.

When this happens, the character must make a DC 15 Charisma saving throw or become inflicted with indefinite madness (see "Madness" in chapter 8 of the Dungeon Master's Guide), gaining the flaw—"I must learn more about the Unspeakable Kami."

Further investigation into this Kami will eventually, at your discretion, lead to uncovering a ritual to summon it, which the character is compelled to perform.

Art by Anastasia Ovchinnikova
@nastasja

Vector Glider

The vector glider is a Tiny kami spirit that appears as a glowing, fractal humanoid with wings. It is believed these kami represent the modern age of Kamigawa. They are curious spirits, and not generally considered dangerous.


Vector Glider

Tiny Fey (Kami), Typically Neutral


  • Armor Class 15 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages understands Common but doesn't speak.
  • Challenge 1/8 (25 XP)
  • Proficiency Bonus +2

Unusual Nature. The kami doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Pester. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Art by David Auden Nash
@auden

Walking Skyscaper

True to its name, the walking skyscraper is an enormous building capable of locomotion. It might be a creation of the Saiba Futurists, serving as a mobile base of operations, or it might even be privately owned by a tech mogul from Towashi. Whatever the case, trying to stop it or get in its way will likely not end well.



Walking Skyscraper

Gargantuan Construct, Unaligned


  • Armor Class 23 (natural armor)
  • Hit Points 410 (20d20 + 200)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 8 (-1)

  • Saving Throws Str +18, Con +18
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
  • Senses passive Perception 10
  • Languages
  • Challenge 25 (75,000 XP)
  • Proficiency Bonus +8

Immutable Form. The skyscraper is immune to any spell or effect that would alter its form.

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

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

Siege Monster. The skyscraper deals double damage to objects and structures.

Towering Terror. Any enemy outside the skyscraper that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or have the frightened condition until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this skyscraper's Towering Terror for the next 24 hours.

Unusual Nature. The skyscraper doesn't require air, food, drink, or sleep, and magic can't put the kami to sleep.

Actions

Multiattack. The skyscraper makes two Slam attacks and then uses Stomp.

Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.

Stomp. The skyscraper stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and have the prone condition. Until the skyscraper uses its Stomp again or moves, the creature has the restrained condition. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the skyscraper and no longer has the restrained condition.     Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Leon Tukker
@leontukker

Light it Up

Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.

This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide

 

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