| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 18 | +4 | +9 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 16 | +3 | +8 |
| CHA | 19 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the Yonkai Wakai fails a saving throw, it can choose to succeed instead.
Shapechanger.
The Yonkai Wakai can use its action to transform into a Medium or Large humanoid, monstrous bat-like beast, or horrific hybrid form. Equipment does not transform.
Blood Hunger.
When the Yonkai Wakai reduces a creature to 0 hit points with a bite, it can drink deeply. That creature’s body is drained to a husk in seconds. The Yonkai regains 40 hit points.
Drinker of Gallons.
Unlike vampires or nosferatu, the Yonkai Wakai drains massive amounts of blood. A creature grappled and bitten loses 2d10 Constitution on a failed DC 18 Con save. This reduction lasts until a long rest. A creature reduced to 0 Constitution dies instantly, its body collapsing into a pale husk.
Predatory Apex.
Creatures within 30 ft. must make a DC 18 Wisdom saving throw at the start of their turn or be frightened until the end of their turn. Those who succeed are immune to this aura for 24 hours.
Multiattack. The Yonkai makes two Claw attacks and one Bite attack.
Claw (Melee Weapon Attack).
+12 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 7) slashing.
Bite (Melee Weapon Attack).
+12 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 7) piercing plus 18 (4d8) necrotic. The target must succeed on a DC 18 Constitution saving throw or lose 2d10 Constitution (see Drinker of Gallons).
Sanguine Spray (Recharge 5–6).
The Yonkai tears into a creature or itself, spraying blood in a 30-foot cone. All enemies in the area must succeed on a DC 18 Dexterity saving throw or take 36 (8d8) necrotic damage and be blinded until the end of their next turn.
Shapeshift Horror (1/Day).
The Yonkai contorts into a monstrous form for 1 minute. While transformed, its AC increases by 2, it gains an additional claw attack in Multiattack, and creatures that see it must succeed on a DC 18 Wisdom save or be frightened for 1 minute.
The Yonkai Wakai can take 3 (4 in Lair) legendary actions, only one at a time and only at the end of another creature’s turn.
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Move. The Yonkai moves up to half its speed without provoking opportunity attacks.
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Claw Attack. The Yonkai makes one claw attack.
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Sudden Lunge (Costs 2 Actions). The Yonkai leaps up to 30 ft. toward a creature it can see and makes a Bite attack against it.
Description
Lore
“Vampires drink blood by the ounce. Nosferatu by the pint. But Yonkai? Yonkai drink blood by the gallon.”
The Yonkai are the apex predators of blood. Unlike undead vampires or nosferatu, they are living monstrosities, ancient shapeshifters spawned from a curse of hunger given flesh. Their bodies are mutable — sometimes humanoid, sometimes bestial, always horrific.
The Yonkai Wakai, or “Young Yonkai,” is the weakest of their kind, though still more dangerous than any vampire lord. Wakai hunt entire villages, draining their prey to husks within moments. Unlike vampires, they do not hide among mortals for long — their hunger is too violent, their forms too monstrous.
Legends say a Yonkai that feeds without interruption for centuries ascends to unimaginable power, becoming a “Yonkai Kōtei” (Emperor Yonkai), capable of draining whole battlefields of life.
Lair and Lair Actions
Lair of the Yonkai Wakai
The Yonkai Wakai chooses lairs where blood flows freely and can be harvested in gallons — ruined villages, battlefields thick with corpses, or caverns where rivers run red. Its presence corrupts the land: the earth grows damp with gore, walls drip condensation that tastes of iron, and the air smells of copper and rot.
Ambient Effects in the Lair:
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Pools of blood bubble unnaturally, as though breathing.
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Shadows seem stretched, twitching as if alive.
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Any creature that rests here suffers nightmares of drowning in blood and wakes exhausted.
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The lair is unnaturally quiet — no insects, no animals, only the faint sound of liquid trickling.
Lair Actions
On initiative count 20 (losing ties), the Yonkai Wakai can use one of the following lair actions:
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Blood Flood. A crimson tide seeps from the ground in a 30-foot radius. All creatures of the Yonkai’s choice must make a DC 18 Strength saving throw or be knocked prone and restrained as the blood grips them. At the start of their turn, restrained creatures take 14 (4d6) necrotic damage.
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Sanguine Fog. A thick mist of blood fills a 40-foot radius sphere within 120 feet. The area is heavily obscured, and creatures inside must succeed on a DC 18 Constitution save or become poisoned until the end of their next turn as they choke on the fog.
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The Red Maw. The lair itself manifests the Yonkai’s hunger. A pool of blood forms a gaping maw at a point the Yonkai can see within 60 ft. A creature standing there must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) piercing damage and be dragged 15 feet toward the maw.
Regional Effects
The Yonkai’s lair corrupts the surrounding land for miles:
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Blood-Tainted Water. Wells, rivers, and lakes within 3 miles develop a faint reddish tint. Drinking the water forces a DC 15 Constitution saving throw or the creature becomes poisoned for 1 hour.
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Pale Victims. Within 5 miles of the lair, animals and humanoids are found drained of blood, reduced to gray husks.
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Blood Draw. Wounds fester unnaturally. Any creature that takes piercing or slashing damage within 1 mile of the lair bleeds excessively, losing an additional 1 hit point at the start of each turn until healed magically or by a DC 15 Medicine check.
If the Yonkai Wakai dies, these effects fade after 1d10 days.







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