Homebrew Yurei Species Details

Long black hair obscures the face of this pale woman. With each motion, her body twitches and jerks.

When a human woman dies a violent death in the grip of extreme emotion, such as in a blinding rage or in overwhelming sorrow, she may return from the dead as a twisted and horrific undead creature known as a yurei (also known as onryo). These restless undead remain consumed by the emotional torment that pervaded their demise and can feel a measure of peace only while causing other creatures to suffer as they did. To accomplish this, they haunt the people and places they knew in life in search of fresh victims.

Regardless of whether they received a proper burial, the yurei almost always appears dressed in the remnants of funereal clothing, their faces partly obscured by long black hair. The restless undead may seem to be dripping wet or caked with mud or filth, its flesh decayed or nearly skeletal, or otherwise showing distressing signs of neglect.

Their bodies may appear contorted or disjointed, reflecting the pain that twists their very existence.

A yurei rarely finds peace after taking revenge, often mistaking a different subject as the focus of its wrath. While there are tales of people who calmed a yurei’s rage, too often these creatures can only be put to rest through violence.

Yurei Traits

Yurei have the following racial traits.

Alignment

Yurei are undead that exists upon their eternal hatred and tie to negative energy. Yurei are always evil and are usually neutral evil.

Creature Type

You are Undead.

Age

Yurei are the same age as they were when they died and no longer age, do not die of old age and are immune to any magical effects that would age them.

Size

Yurei are the same size as humans. Your size is Medium.

Speed

You have a walking speed of 35 feet and climbing speed equal to your walking speed, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, at 5th level you are able to walk upon the surface of liquid as if it were solid ground.

Creeping Crawl

You do suffer from any negative effects due to being prone, such as your speed being reduced, using extra movement to not be prone, creatures having advantage on attacks on you, and you having disadvantage on attack rolls.

Life Sense

You can magically sense the presence of creatures up to 180 feet away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations. You know the distance to and direction of any creature which has killed you or reduced you to 0 hit points even if the creature and you are on different planes of existence. If the creature being tracked by you dies, then you know.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Yurei Instincts

You have expertise in the Intimidation skill and are proficient in the Stealth skill.

Too Angry To Die

You have advantage on death saving throws and if you succeed on a death saving throw you immediately regain 1 hit point and regain consciousness, once per long rest when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

You regain 1 hit point at the start of your turn if you have at least 1 hit point, you instead regain 2 hit points at level 2, 3 hit points at level 3, 4 hit points at level 4, 5 hit points at level 5, 6 hit points at level 6, 7 hit points at level 7, 8 hit points at level 8, 9 hit points at level 9, and 10 hit points at level 10.

If you are damaged by radiant damage or the Dispel Evil and Good spell is casted on you then this effect does not function during the current round.

Flickering Existence

You gain a +4 to your AC if you have moved at least 5 feet during any round.

At 5th level you are under constant effect of the Blink spell and must maintain concentration to not be effected by this effect, if you are targeted with the Dispel Magic spell or Dispel Evil and Good spell then this effect ceases until the end of your next turn.

While you are in your Calmly Form this feature does not function.

Eternal Hatred

You are always angry and immune to being charmed, frightened, and any effect that would put you to sleep or stop you from being angry, whether it would be magical or otherwise. Any creature that uses an effect that would sense your emotions or read your thoughts takes 1d10 psychic damage instead of the intended effect.

While you are in your Calmly Form this feature does not function.

Fueled By Hatred

If you would take necrotic damage or psychic damage then you instead regain any missing hit points equal to the damage you would have taken.

Undead Nature

You don’t require air, food, drink, or sleep, and are resistant to cold damage, immune to poison damage, disease, exhaustion, and being poisoned. While you aren't in your Calmly Form you have resistance to bludgeoning, piercing and slashing from nonmagical attacks. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Calmly Form

As an action you can take on the form of yourself before you died and became a yurei, anything you're wearing or carrying does not transform with you, your creature type is treated as humanoid while in this form, if you take damage or the Dispel Evil and Good spell is casted on you then this form is dispelled or if you choose to end the form (no action required).

Flickering Teleport

You can use your bonus action to teleport to any location you can see within 30 feet of you, after you do all creatures have disadvantage on attack rolls against you until the end of your next turn.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Enter Image

You gain a dim impression of the activities around any object or illusion that has an has an image displayed on it or displays a reflection within 180 feet of you, such as a painting, mirror, or shadow and can also project your consciousness into one such object or illusion at a time, allowing you to observe or even interact with nearby creatures. This effect allows you to leave your body and subconsciously monitor the immediate area around any depiction of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal senses (sight, hearing, smell, etc.) and you can make a Perception check to notice anything occurring nearby.

You may, at any time, choose to fill one specific image within range with your consciousness. While inside an image you lose the ability to monitor any other images within range but remain fully aware of your own body’s surroundings. Your body is defenseless and helpless (always failing any Saving Throw) while your consciousness is filling an image, but you can return to it at any time as an immediate action. As an action while the image is filled with your consciousness you can exit through that image with your body if the image is wide enough for you to fit through.

When you fill an image with your consciousness it gains a limited form of animation. Portraits or similar two-dimensional representations can talk and your image can move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). You cannot use any spells or other abilities while within an image.

You may leave the image at any time, returning you to your body. Once your consciousness departs from an object bearing your likeness, it immediately reverts to the appearance it had before you entered it. If someone destroys or damages the image you return to your body unharmed. The effect lasts until you choose to end it (no action required), or until it is terminated by some outside means, such as a Dispel Evil and Good cast upon either the image or your body, or if your body is killed.

Seven Day Death Stare

As an action while you are in your true form if you can see a creature that can see your eyes then you can make that creature make a Wisdom saving throw, on a failure the creature take 1d10 psychic damage and becomes frightened of you until the end of your next turn.

If the creature rolls a 5 or lower on the saving throw then it becomes stunned for 1 minute, the creature can make another Wisdom saving throw at the end of each of it's turns while it is stunned by this effect, on a success it is no longer stunned.

If the creature rolls a 1 on the saving throw while it has 40 or less hit points then it's hit points are reduced to 0, if not then at the end of the next day it gains a level of exhaustion, it then receives a level of exhaustion at the end of every day after that, exhaustion from this effect cannot be removed until the creature has the effect removed from it, this effect can only be removed by the Remove Curse spell or similar magic. Damage from this effect increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10).

Suffocating Curse

Beginning at 5th level, as an action you can target one creature you can see causing something disgusting (such as a tangled clump of wet hair or a foul-tasting clot of rancid swamp mud) to manifest in the target’s throat. The target must make a Constitution saving throw or begin suffocating for the next 1 minute. The creature may repeat this saving throw at the end of each it's turns to end suffocation. As soon as the victim succeeds at its saving throw against the suffocating curse, the victim coughs up the disgusting foreign matter in a horrific display and must succeed at a Constitution save or become poisoned for 1 minute.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Agonizing Touch

When you take the Attack action on your turn, you can replace one of your attacks with an agonizing touch. When you hit with it, you deal 1d8 + Strength modifier necrotic damage. Any creature that takes damage from the attack must make a Constitution saving throw, on failed save it becomes poisoned until the end of your next turn.

Onryo Magic

You can cast Thaumaturgy and Minor Illusion at will. At 5th level you can cast Sending once per long rest and Bestow Curse at will. You can also cast these spells normally using any spell slots you have. When you cast these spells with this trait you require no material components for them.

When you cast the Sending spell, if the creature you sent the message to has seen you before then you can send and ominous message to that creature, that creature then has to make a Wisdom saving throw using the spellcasting ability used for the spell, on a failed saving throw on the end of next day after the ominous message was sent, it then receives a level of exhaustion at the end of every day after that.

Exhaustion from this effect cannot be removed until the creature has the effect removed from it, this effect can only be removed by the Remove Curse spell or similar magic, or if the creature repeats the ominous message to a creature that isn't you that can understands it, the effect is then passed onto to that creature along with levels of exhaustion the previous creature had from this effect.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait.

Languages

You can speak, read, and write Common and one other language of your choice.

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