Yoki Sword Slash. The Yoki attacks with its sword. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1d6 + 1 Slashing damage.
Yoki Kick. The Yoki Kicks an enemy. Melee Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1d12 +1 Bludgeoning damage. If unsuccessful the Yoki trips and becomes vulnerable to all damage till its next turn.
Yokai Realm Shift. The Yoki gathers and releases dark energy covering a 40 ft x 40 ft area for 4 turns. Takes 2 turns to cast.
Frenzy. The Yoki rushes with a flurry of attacks ending in a kick. Melee Attack: +1 to hit, reach 10 ft., 1 target. Hit: 2d6 +2 slashing damage and 1d12 +2 Bludgeoning damage.
Yokai Realm Strength. All Yokai within the Yokai Realm take half damage from all sources except Radiant.
Yokai Realm Release. The Yokai that created the Yokai Realm can draw the energy back into it to recover hit points for 1-4 (dependent on turns left in the Realms duration) d4.
Description
A human turned fiend by the power of Amrita. Also known as a form of oni, a muscular, horned humanoid dwelling in the mountains. The power of Amrita is a double-edged sword. If used improperly, or with evil intent, it has the power to transform the user into a fiend. A fiend is far stronger than a human but devoid of rationality, they can only follow their instincts to attack any who happens across their path.