| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 16 | +3 | +9 |
| CON | 25 | +7 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +9 |
| CHA | 14 | +2 | +8 |
Ambusher. In the first round of a combat, the amikiri has advantage on attack rolls against any creature that is Surprised or has not yet taken a turn in the initiative order.
Amphibious. The amikiri can breathe air and water.
Innate Spellcasting. The amikiri innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The amikiri can innately cast the following spells, without providing material components:
At Will: Create or Destroy Water, Dancing Lights, Fog Cloud, Mage Hand (the hand is invisible), Minor Illusion, Shape Water
3/Day Each: Control Water, Dispel Magic, Insect Plague, Tidal Wave
1/Day Each: Feeblemind
Magic Resistance. The amikiri has advantage on saving throws against spells and other magical effects.
Magic Weapons. The amikiri’s weapon attacks are considered magical.
Secure Memory. The amikiri is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts.
Multiattack. The amikiri can make four attacks: one with its Bite, two with its Pincers, and one with its Tail.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) Slashing damage.
Pincer. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) Slashing damage. On a hit, if the target is size Large or smaller, it must succeed on a DC 22 Dexterity saving throw. On a failed save, the target is Grappled. While a creature is Grappled in this way it is also Restrained. The amikiri has two pincers, each pincer can only Grappled one target.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) Bludgeoning damage. On a hit, the target must succeed on a DC 22 Strength saving throw. On a failed save, the target is knocked Prone.
The amikiri can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The amikiri regains spent legendary actions at the start of each of their turns.
Bite. The amikiri make a single Bite attack.
Detect. The amikiri makes a Wisdom (Perception) check.
Swimmers Dash. While the amikiri is under water, it can swim up to half its swimming speed without triggering Opportunity Attacks.
Crush (Cost 2 Actions). The amikiri crushes whatever it has Grappled in its Pincers. All targets Grappled in the amikiri’s Pincers must succeed on a DC 22 Constitution saving throw. On a failed save, a target takes 22 (4d6 + 8) Bludgeoning damage and it is Stunned until the end of its next turn. On a successful save, a target takes half damage and it is not Stunned.
Innate Spellcasting. (Costs 2 Actions). The amikiri casts a spell from its Innate Spellcasting list, using a spell slot as normal.
Description
The amikiri has the long flexible body and tail of a snake, deadly lobster pincers, large yellow eyes, and a bladed bird-like beak.
Youkai Fiends. Youkai are fiends inspired by Chinese, Japanese, or Mongolian folklore. They are native to the Lower Plane of Acheron. They can be any type of Evil Alignment but they tend to lean more towards Lawful Evil.
Lair and Lair Actions
Amikiri Lair
Amikiri make their homes in underwater caves and tunnels near coastal cities, towns, and ports. Amikiri can be encountered in the River Styx and many other larger bodies of water in the Lower Planes. Sometimes they are able to find their way to the Elemental Plane of Water or the oceans of the Material Plane.
Amikiri Lair Actions
On initiative count 20 (losing initiative ties), the amikiri takes a lair action to cause one of the following effects: the amikiri can not repeat an effect until they have all been used, and they can not use the same effect two rounds in a row:
- Brackish Water. The amikiri conjures dark brackish water in a 30–foot–radius Sphere centered on a point it can see within its lair. For the duration, the area is Heavily Obscured and Difficult Terrain for all creatures except for the amikiri. The dark brackish waters remain until the start of the next lair action (initiative count 20).
- Shoving Waters. A strong current moves through the amikiri’s lair. Each creature within 60 feet of the amikiri must succeed on a DC 14 Strength saving throw. On a failed save, a creature is pushed up to 60 feet away from the amikiri. On a successful save, a creature is only pushed up to 10 feet away from the amikiri.
- Whirlpool. The amikiri conjures a whirlpool in a 10–foot–radius, 60–foot–high Cylinder centered on a point it can see within its lair. For the duration, the area is Difficult Terrain for all creatures except for the amikiri. Any creature that starts its turn within the whirlpool or enters the whirlpool for the first time on its turn, must succeed on a DC 14 Strength saving throw. On a failed save, a creature takes 2d6 Bludgeoning damage and is pulled to the center of the whirlpool. The whirlpool lasts until the start of the next lair action (initiative count 20).
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