| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 8 | −1 | −1 |
Magic Resistance. The betosan has Advantage on Saving Throws against spells and other magical effects.
Magic Weapons. The betosan's weapon Attacks are considered magical.
Yokai Restoration. If the betosan dies outside of the Lower Plane of Acheron, its body disintegrates into a rusted iron dust, and it gains a new body instantly, reviving with all its Hit Points somewhere in Acheron.
Hallucinogenic Maw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) Piercing Damage. On a hit, the target must succeed on a DC 11 Constitution Saving Throw. On a failed save, the target is Poisoned with the betosan's hallucinogenic toxins for one minute. While a creature is Poisoned in this way, it is also Frightened of all creatures within 10 feet of itself and it can not distinguish between friend and foe. A Poisoned creature can repeat the Saving Throw at the end of each of its turn, ending the Poisoned condition on itself on a success.
Invisibility. As an Action, the betosan magically turns Invisible until it Attacks, casts a spell, or damages a creature. Any equipment the betosan is wearing or carrying when it turns Invisible is Invisible with it.
Hop. As a Bonus Action, the betosan can jump up to 10 feet in a direction of its choice. This jump distance does not count against the betosan's movement.
Description
The betosan is an odd shaped creature. A round blue or purple ball-like body, with two short yet strong humanoid legs, five green orbs for eyes, and a wide mouth full of sharp teeth. The top of the betosan’s body is covered in small yellow fleshy bumps. Betosan’s live in small groups of 3 to 6. They can be found in the dense woods outside of cities or towns, in dark back alleys going through piles of trash, and across the plane of Acheron.
Yokai
Yokai are Fiends inspired by Chinese, Japanese, and Mongolian folklore. They are native to the Infinite Battlefield of Acheron and have a Lawful Evil Alignment.
Yokai Hierarchy. Yokai have a strict and layered hierarchy. Yokai reach higher ranks and evolve into more powerful Yokai by a combination of time, experiences, and completing difficult deeds. Generally, it takes a few thousand years for a Yokai to evolve to the next rank. However, to your GM’s discretion certain tasks may expedite their evolution. The lower ranks of the Yokai are listed from lowest to highest; Gaki, Betosan, Yamachi, Akaname, Jikininki, and Oni. When a Jikininki evolves into an Oni, there are three different subtypes that it must choose from when it evolves; Shadow, Spiritflame, or Wicked. An Oni can evolve into one of two different types of Yokai, either a Gozu or a Mezu. When an Oni evolves it turns into one of three different types of Yokai determined by its experiences and personality. Those that pursue knowledge and are gifted in magic evolve into Kappa then Kitsune and finally Red Manto. Those that are bestial in nature evolve into Hakutaku then Ikuchi and finally Amikiri. Those that train in martial combat and weapon mastery evolve into Raiju then Tengu and finally Diyu.
Previous Versions
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2/23/2025 7:15:07 PM
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3
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3/5/2025 7:40:36 PM
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4
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10/22/2026 9:20:45 PM
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12
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1
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10/22/2026 10:18:30 PM
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15
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Starling
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Coming Soon
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