Animal Pelt. Mononoke use animal pelts to hide their true form. Those who see said true form must make a WIS saving throw (DC 16), becoming frightened for 1d6 minutes upon failure.
Bear Pelt. Their pelt grants them the resiliance and patience of a bear, giving them immunity to bludgeoning and piercing damage, as well as advantage on WIS saving throws.
Child of Nature. Mononoke, beig children of nature, can cast druid spells ignoring any verbal, somatic or material requirements.
Spellcasting. The Mononoke is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +6 to hit with spell attacks). The Mononoke has following druid spells prepared:
- Cantrips (at will): thorn whip, infestation, mold earth, control flames, resistance
- 1st level (6 slots): beast bond, animal friendship, entangle, earth tremor, fog cloud
- 2nd level (6 slots): barkskin, beast sense, lesser restoration, moonbeam
- 3rd level (4 slots): call lightning, dispel magic, plant growth
- 4th level (2 slots): polymorph
Madness whistle. The Mononoke whistles loudly, causing any creature within a 60 ft. sphere capable of hearing it to make a WIS saving throw (DC 17), taking 5d6 psychic damage upon failure.
Summon creature. The Mononoke summons dire bears (roll 1d4 for numbers) to aid it in battle.
Bite. The Mononoke bites down on its target. (Attack: +8 to hit, range: 5ft., 1 target. Hit: 3d12 piercing damage)
Slash. The Mononoke slashes a target with its poisonous claws. (Attack: +4 to hit, range: 5 ft., 1 target. Hit: 4d6 slashing damage+4d6 poison damage)
Pounce and restrain. The Mononoke pounces on a target, pinning it to the ground. The target will be considered grappled until they succeed a STR saving throw (DC 18). (Attack: +6 to hit, range: 20 ft., 1 target. Hit: 4d10 bludgeoning damage)
Bear maneuver. The Mononoke wraps its arms around a target, grappling them and causing 1d12 at every failed STR check (DC 17). Attack rolls against the Mononoke have advantage to hit while it's using this maneuver.
Description
Stallwart guardians of the forest, the Mononoke are, first and foremost, protectors and messengers of nature. Although deaths caused by Mononoke are extremely rare, beware adventurers, for they do not forgive those who defile their home.
Bear Mononoke are peaceful and passive, compared to other Mononoke, it is near impossible to anger them. When it happens, however, there is nigh none of a chance for the foolish creature to escape the forest alive.
Lair and Lair Actions
Mononoke are guardians of the forest, and the forest answers their call. Do not expect a fight against a Mononoke to be easy, for Mother Nature will protect their children.
Lair Actions
On initiative count 5 (losing initiative ties), the Mononoke takes a lair action to cause one of the following effects; the Mononoke can’t use the same effect two rounds in a row:
- Random appearances of roots who either grapple or cause targets to fall prone. A target can only be freed by a DEX check (DC 18).
- Sudden appearances of small beasts or fey (roll 1d8 for their numbers) to aid the Mononoke.
Regional Effects
The region containing a Mononokes lair is under a Yokai's influence, which creates one or more of the following effects:
- Random occurances of dissapearing objects, sudden sickness and children disappearing, only to appear the next day, perfectly fine.
- Sudden cases of "independant" shadows, random singing voices, and sudden appearances of will of the wisps, beckoning people to the Yokai's lair.
- Animal pelts hanging from branches and stones near the forest. The pelt can be used to identify the type of Mononoke living in the forest, as well as lure the Mononoke out of the forest.
If the Mononoke dies, these effects fade over the course of 1d6 days.
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