Travel. The Yokai can travel 50 feet in any direction. It cannot hover in the air or go anywhere it cannot see however.
Shape Change. The Yokai can change shape to that of an animal or humanoid. When it is in this shape it it indistinguishable from the real animal it is looking like.
Poison Blood. When the Yokai is hit with an unarmed strike or other similar blow the attacker takes 1d4 poison damage.
Spellcasting. The Yokai is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +10 to hit with spell attacks). The Yokai has following Wizard spells prepared:
Cantrips (at will): Encode Thoughts, Mage Hand, Message, Prestidigitation,
1st level (4 slots): Detect Magic, Find Familiar, Identify, Shield
2nd level (3 slots): Hold Person, See Invisibility
3rd level (3 slots): Glyph of Warding, Sending
4th level (3 slots): Dimension Door, Hallucinatory Terrain
5th level (3 slots): Hold Monster, Wall of Force
6th level (2 slots): Arcane Gate
7th level (1 slot): Mirage Arcane
Summon Assistance. The Yokai can summon woodland creatures to assist it in battle. Roll 1d10 for numbers, 1d4 for type. Animals do not give XP. When Yokai defeated animals scatter.
1. Squirrel. 1d4 piercing damage. +1 to hit.
2. Badger. 1d6 slashing damage. +2 to hit.
3. Fox. 1d6 slashing damage. +2 to hit.
4. Deer. 1d4 bludgeoning damage. +2 to hit.
Poisoned Claws. The Yokai slashes the victim with its claws. Melee Weapon Attack: +8 to hit, reach 2 ft., 1 target. Hit: 10 (2d8 + 4) slashing damage. Roll 1d6 for poison.
Energy Blast. The Yokai sends a ball of energy at the victim. The victim takes damage from the blow of the ball of energy, and suffer minor lightning damage. Ranged Weapon Attack: +8 to hit, range 30 ft. cone, multiple targets. Hit: 13 (2d10 + 5) bludgeoning damage. Roll for constitution each turn. If success, the condition goes away. If fail, roll 1d4 lightning damage each turn until success.
Opportunity Strike. If an attack misses, the Yokai can strike with their weapon of choice, dealing the weapon's dice damage. (ex: if wielding a longsword, deal 1d8 slashing damage)
Repeated Magic. If a magic attack misses, the Yokai can do the same attack on the original attacker at the end of the original attacker's turn.
Description
The Yokai is a mischievous and intelligent beast. Yokai love causing chaos and shapeshifting into different forms, and are cunning enough to manipulate other creatures into doing things for them. Though not physically strong, most Yokai rely on their intellect to do things and fight, and are very good at magic. Yokai are not trustworthy and will betray their allies on a whim, though many more powerful beings rely on Yokai as temporary partners or underlings, to accomplish a task for them or do something secretive, as Yokai are able to be very sneaky and blend in well due to their shapeshifting habits. That said, nobody really knows how powerful the Yokai are and nobody knows where they come from or what they look like for sure. The Yokai live in lairs, that are heavily guarded by magic and are well hidden from outsiders.
Lair and Lair Actions
A Yokai's lair has seldom been visited by any creature. The reason is because the lair of a Yokai is heavily protected by the Yokai, usually with magical runes and traps. When entering a Yokai lair, the entrance you went through closes and the exit opens elsewhere in the lair. When you exit a Yokai lair, if you've survived, you come into an entirely different part of the forest and the area you entered in has changed drastically so you can never enter through the same place again. The area within 100 feet of a Yokai lair changes occasionally, with trees being shifted to other places and the ground being moved around, forming hills and ravines where there were none. Yokai are almost always found deep within giant forests and their lairs always are. Yokai have been known to venture away from their lair occasionally and traverse the forest disguised as another animal so travelers rarely ever know they see a Yokai unless it wants them to or they have somehow wandered very close to the Yokai's lair.
Lair Actions
On initiative count 18 (losing initiative ties), the Yokai takes a lair action to cause one of the following effects; the Yokai can’t use the same effect two rounds in a row:
- Psychic damage comes out of nowhere and every creature besides the Yokai must make a constitution saving throw or suffer 2d20 of psychic damage
- The ground starts violently shaking and every creature including the Yokai must make a dexterity saving throw. If the creature fails, they take 4d12 bludgeoning damage and 1d6 bludgeoning damage in addition. If the creature succeeds, they only take 1d6 bludgeoning damage.







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