Medium Fey, Neutral Good
Armor Class 12 Natural armor
Hit Points 92 (8d10 + 12)
Speed 30 ft., Fly 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
22 (+6)
CHA
14 (+2)
Saving Throws WIS +10
Skills Insight +10, Medicine +10, Perception +10
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Exhaustion, Frightened
Senses Truesight, Passive Perception 16
Languages Sylvan, Telepathy
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Miasma. The Yokai's poisonous blood can be added to the Carrier's attacks, granting them 2d6 poisonous damage and the risk of the creature being poisoned (DC 11).

Youki step. The Carrier uses  compressed mist made of its own inner energy, allowing them to fly with a speed of 30ft.

Omen of Death. The Carrier's eerie presence frightens any creature that is within 30 ft. of them. Any creature who resists the effect must make a WIS saving throw (DC 15) in order to succeed. Creaturers the Carrier see as an ally have advantage on the saving throw.

Soul Ferrier. The Carrier can cast spare the dying, speak with dead and gentle repose at will.

Agents of Death. The Carrier can cast Necromancy spell without the need for its material requirements.

Incorporeal Movement. The Carrier can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.

Spellcasting. The Carrier is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +6 to hit with spell attacks). The Carrier has following Necromancy spells prepared:

Actions

Youki whip. The Carrier extends a whip made of their own, focused inner energy. (Attack: +4 to hit, range: 60 ft. semicircle, multiple targets. Hit: 1d10 piercing damage+2d6 poisonous damage)

Vitality breaker. The Carrier sets their sight onto a creature within 30ft. pf it, forcing it to make a WIS saving throw (DC 13), making the creature drop to 0 hit points upon failure.

Wail. The Carrier lets out a chilling scream, making any creature within a 60 ft. sphere of it to take 2d8 psychic damage and make a Wisdom saving throw (DC 15), becoming paralyzed upon failure.

Summon undead. The Carrier takes an action to summon 1d4 undead of challenge rating 4 or lower (roll 2d4 and pick the highest number).

Youki arrow. The Carrier focuses on a target, letting loose an arrow of their compressed inner energy. (Attack: +4 to hit, range: 60 ft. arrow, 1 target. Hit: 3d6+2 piercing damage)

Reactions

Youki blast. When attacked, the Carrier can send out a blast of compressed inner energy, dealing 2d6 poisonous damage.

Mythic Actions

If the Carrier is hit by a Necromancy spell or take Radiant damage, it can perform its mythic action as a reaction.

Call of the Reaper (costs: 1 reaction). The Carrier's voice invades the target and overwhelms it with the long gone calls of the dead. The target can choose to resist by either making a CON save (DC 14), gaining a level of exhaustion upon failure, or making a WIS save (DC 14), becoming frightened upon failure.

Description

The most peaceful and secluded of Yokai, Carriers shed away some of their Fey likeness to serve as, as the name suggests, carriers of departed souls to the other planes. They are usually very kind and understanding, helping lost travelers out of the Carrier's domain, but they still take their duty very seriously, and will not allow any creature to prevent the dead from getting their rest.

Lair and Lair Actions

Although Carrier Yokai don't tend to stay in one place for a very long time, those who do end up shifting the environment around them to the point where the land becomes a gate between life and death, a separated realm where the souls of the departed can take up their true strengh one last time. It is worth noting that places where a Carrier passed through momentarily can still present some of these effects, but only a Carrier's lair can perform these actions and effects to their maximum potential.

Lair Actions

After 1d6 turns of combat, the Carrier can take a lair action to cause one of the following effects; the Carrier can’t use the same effect two rounds in a row:

  • Roots and othe enviromental hazards will appear to jeopardize the party, forcing them to do a DEX saving throw (DC 18), being knocked prone or being grappled upon failure.
  • Magical items made of organic material begin to rot, rendering them useless.
  • The Carrier will be aided by the souls of the dead, summoning 1d6 ghosts. 

Regional Effects

The region containing a Carrier's 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.
  • Large amounts of beasts, fey and monstrosities surrounding the lair.
  • Sudden cases of "independant" shadows, random singing voices, and sudden appearances of will of the wisps, beckoning people to the Yokai's lair.
  • Sudden cases of unregistered and unkown sickness, with the rapid rotting of plants and animals that become afflicted with a crippling weakness

If the Noble dies, these effects fade over the course of 3d4 days.

Monster Tags: undeadfey

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

LionstarLeonidas

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