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  • DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. © 2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. The artwork contained herein, may not be used for any other works without the owner’s express written consent.All other original material in this work is copyright © 2017 by Marc Altfuldisch and published under the Community Content Agreement for Dungeon Masters Guild. Any reproduction or unauthorized use of the original material herein is strictly prohibited without express written consent.

    Lead Designer, Concept, Writing, and Art DirectionMarc Altfuldisch

    Balance and FlavorMarc AltfuldischThomas Thorhave BaltzerGeorge CameronDavid Moore

    EditingGeorge Cameron

    PlaytestersAdam FordAlejandro VillalonBailey KellenbergerBranden WeaverBryan ButlerDerik SnellElvin JohsonGeorge CameronGianfranco AbbatemarcoJames “Dragon Lover” HudsonJason GyorogJohn “Crit God” WilantowiczJonathan ButlerJoseph MillerKenneth RobinsonParker DoironPete McCueRaymond GoveroRobert “Wrayyth” WhitsellSteven “Nook” AndersonSamantha ChristineTre StoterauVictor VegaVijay Dukkipati

    ... thank you all very much! Your assistance made this all possible!

    A Very Special Thanks toEleazzaar’s Detect BalanceSwordMeow’s JOTUNGARD

    ... for guidelines on how to balance monstrous races!

    Inspired byDungeons & Dragons Oriental Adventures by James Wyatt (October 2001)

    Created forDungeons & Dragons 5th Edition by Wizards of the CoastHeroes of the Orient: Player’s and DM’s Companion by 5E Original Supplement Series

    ArtworkThe artwork in this handbook is all created by the artists below. A huge thanks goes out to them, for allowing me to include their illustrations herein. If you find their artwork intriguing, you should check out their galleries, which are linked below.

    ON THE COVERIn this awe inspiring illustration by Thùy Linh Pham, Ryu the Azure Wyrm sits proudly atop a mountain bending the weather to his will.

    Alecylalecyl.deviantart.comBog Hag

    Arturo Delgadomadstalfos.deviantart.comJiki-Ketsu-GakiCon-Tinh

    Dave Melvindavesrightmind.deviantart.comKumoNianAshi no OniHaino no OniKamu no OniUgulu no OniKyosoShikibuTsuburoTornUrigarimonoYaoguai

    Harley Dela Cruzdenzelberg.deviantart.comBajangAncient DokufuDokufu SpiderlingGoblin RatHellbeastHsing-sing MatriarchHyekuheiKappaWerebadgerMaho-Tsukai MagusMamonoMogwaiMogwai GremlinNukarumiOcreEbanusSanshu DenkiTaint ZombiesTakoTatarimokkeCrow-Headed and Human-Headed TenguTsumunagiTsunoTwilight Naga

    Jarold SNGwww.jaroldsng.comZaiaku

    Patrick E. Pullenwww.facebook.com/pullenartAka Manto

    Richard Luongwww.tentaclesandteeth.comAtlach-Nacha

    Ryo Taziryotazi.deviantart.comNosloc no Oni

    CREDITS

    Sandarasandara.deviantart.comPage 3: Tree with AnimalsTsunamiShaman with Animal SpiritsGoi-KashuTwo-Tailed White InariOriental Sea LifeCelestial Dragon and HumanCarp Dragon and Human GirlCelestial DragonTyphoon DragonByoki SpawnKyoso SpawnSanru no OniAkumaByokiNikomaOnikagePhoenixGreat WyrmSpirit WolfTaka-onnaWang-Liang

    Shizen1102shizen1102.deviantart.comGaregosuVoid SerpentKirinOrochiManananggalHundunTeo Tei DroneTao Tei RegentTaowu Drone with Taowu ScoutsQiongqui

    Thomasz Chistowskitakeda11.deviantart.comYuki-onna

    Thùy Linh Phamluminita-pham.deviantart.comCover / RyuAshura SamuraiKalakObakeSuzaku

    Vincent Coviellovincent-covielloart.deviantart.comCoiled Dragon

    Winston Youngwww.winstonyoung.comFoo Dog

    Community Contentwww.dmsguild.comBakemonoPlasminGhast LordGhoul CrawlerGhoulemShadow GhastHannyaLu NatPennaggolanVetalSa

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  • Included are:- 212 new monsters- 25 new miscellaneous creatures- 21 new nonplayer characters... for a total of 258 new stat blocks!

    CONTENTSIntroduction ...................................................................6

    Aka Manto ......................................................................10

    Ashura .............................................................................11

    Baayahaz .........................................................................12

    Bajang ..............................................................................12

    Bakemono .......................................................................13

    Blood Oozes...................................................................14

    Bog Hag ...........................................................................15

    Buso .................................................................................15

    Dokufu ............................................................................16

    Elemental Vortices .......................................................19

    Foo ...................................................................................20

    Fudoshi ...........................................................................21

    Gaki ..................................................................................22

    Garegosu ........................................................................24

    Gashadokuro .................................................................24

    Ghosts .............................................................................26

    Ghouls ............................................................................28

    Goblin Rats .....................................................................30

    Goblin Spider .................................................................31

    Goi-Kashu .......................................................................32

    Golems .............................................................................33

    Hanemuri ........................................................................34

    Hannya ............................................................................34

    Hellbeasts .......................................................................35

    Hortlaks .........................................................................36

    Hsing-sing ......................................................................38

    Hyekuhei .........................................................................39

    Ikiryo ...............................................................................39

    Inugami ...........................................................................40

    Jubokko ............................................................................40

    Kaluk ................................................................................42

    Kappa ................................................................................43

    Kitsune ............................................................................44

    Kumo ................................................................................46

    Lost One ..........................................................................48

    Lung Dragons................................................................48

    Lycanthropes .................................................................56

    Maho-Tsukai ...................................................................58

    Mamono ..........................................................................62

    Marsh Troll ...................................................................62

    Me-Kurabe .......................................................................63

    Mimimushi ......................................................................63

    Mogwai ............................................................................64

    Nat ....................................................................................65

    Nian ..................................................................................66

    Nikumizu .........................................................................67

    Nukarumi ........................................................................67

    Obake ...............................................................................68

    Ocre..................................................................................69

    Odo Mienai .....................................................................69

    Ogres ...............................................................................70

    Oni ....................................................................................71

    Oni Lords ........................................................................78

    Onikage ...........................................................................92

    Rokuro-Kubi ...................................................................93

    Sanshu Denki .................................................................93

    Serafs ...............................................................................94

    Shijin .............................................................................102

    Shirokinu-Katsukami .................................................112

    Shiyokai .........................................................................112

    Spirit Wolf ....................................................................113

    Suiko ..............................................................................113

    Taint Zombies ...............................................................114

    Taka-onna .....................................................................115

    Tako ................................................................................116

    Tasloi .............................................................................117

    Tan-Gin ..........................................................................117

    Tatarimokke .................................................................118

    Tegaa ..............................................................................119

    Tengu .............................................................................120

    Torn ...............................................................................122

    Tsumunagi ....................................................................123

    Tsuno .............................................................................124

    Twilight Naga ..............................................................126

    Uragirimono ................................................................128

    Vampires ........................................................................130

    Void Beast .....................................................................134

    Wang-Liang ..................................................................134

    Wyverns .........................................................................135

    Xiong Si .........................................................................136

    Yama Uba .......................................................................142

    Yaoguai..........................................................................142

    Yuki-onna......................................................................143

    Zaiaku ............................................................................144

    Appendix A: Miscellaneous Creatures ....................145

    Appendix B: Nonplayer Characters .........................151

    Appendix C: Monsters by Challenge Rating .........158

    Appendix D: Monsters by Type ..................................161

    Appendix E: Monsters with Taint ............................163

    Appendix F: Monsters by Environment ..................164

    Appendix G: Monstrous Adventurers.....................166

    Appendix H: Monster Index.......................................168

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  • Ashura SamuraiAshura SamuraiAshura SamuraiAshura ShogunAshura ShogunAshura Shogun

    11Monsters

    AshuraAshura resemble beautiful, pale humans, with massive moth-wings protruding from their backs. They give off an eerie vibe, easily putting mortal creatures in a state of un-ease. They originate from Jigoku, and only enter the Material Realm when summoned through blood magic. When they die, they explode in a cloud of pure death, returning to Jigoku. From there, they can be summoned once more. An ashura can only truly die if it is killed within Jigoku itself. Samurai Mimicry. Ashuran culture has changed after millennia of coming to the Material Realm, adopting the fighting styles of the noble samurai with whom they

    Ashura Samurai

    have become fascinated. They wear ebony lamellar armor, wield ebony katanas that burn with necrotic flame and can hurl bolts of pure necrotic energy. Perfect Memory. Each time an ashura dies and returns it becomes increasingly dangerous, as it can recall all of its memories with perfect clarity.. Jigokuan Nature. An ashura doesn’t require air or sleep.

    Ashura SamuraiMedium fiend (Tainted), lawful evil

    Armor Class 17 (lamellar)Hit Points 39 (6d8+12)Speed 30 ft., fly 30 ft.

    STR14 (+2)

    DEX13 (+1)

    CON14 (+2)

    INT11 (+0)

    WIS13 (+1)

    CHA17 (+3)

    Saving Throws Dexterity +3, Charisma +5Skills Athletics +4Damage Immunities necroticSenses passive Perception 11Languages Oni, OrientalTaint Score 1Challenge 3 (700 XP)

    Death Throes. When the ashura dies, it explodes in a cloud of death, and each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 14 (4d6) ne-crotic damage on a failed save, or half as much damage on a successful one. The cloud infects critters (including familiars and similar creatures) in the area with a tainted rot, causing them to wither and die within seconds.

    Ebony Armor. The ashura’s armor is magical, granting the ashura +1 AC. If the ashura dies, its armor ignites in a flash, turning it to dust.

    Ebony Weapons.The ashura’s weapon attacks are magical. The ashura gains a +1 bonus to attack and damage rolls and deals an additional 7 (2d6) necrotic damage (included in the attack). If the ashura dies, its weapons ignite in a flash, turning them to dust.

    ActionsMultiattack. The ashura makes two attacks.

    Ebony Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) necrotic damage, or 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage if used with two hands.

    Necrotic Bolt. Ranged Weapon Attack: +5 to hit, range (30/60), one target. Hit: 7 (2d6) necrotic damage.

    Ashura ShogunMedium fiend (Tainted), lawful evil

    Armor Class 17 (lamellar)Hit Points 52 (8d8+16)Speed 30 ft., fly 30 ft.

    STR16 (+3)

    DEX13 (+1)

    CON14 (+2)

    INT11 (+0)

    WIS15 (+2)

    CHA18 (+4)

    Saving Throws Dexterity +3, Charisma +6Skills Athletics +5Damage Immunities necroticSenses passive Perception 12Languages Oni, OrientalTaint Score 1Challenge 4 (700 XP)

    Death Throes. When the ashura dies, it explodes in a cloud of death, and each creature within 15 feet of it must make a DC 12 Dexterity saving throw, taking 14 (4d6) ne-crotic damage on a failed save, or half as much damage on a successful one. The cloud infects critters (including familiars and similar creatures) in the area with a tainted rot, causing them to wither and die within seconds.

    Ebony Armor. The ashura’s armor is magical, granting the ashura +1 AC. If the ashura dies, its armor ignites in a flash, turning it to dust.

    Ebony Weapons.The ashura’s weapon attacks are magical. The ashura gains a +1 bonus to attack and damage rolls and deals an additional 7 (2d6) necrotic damage (included in the attack). If the ashura dies, its weapons ignite in a flash, turning them to dust.

    ActionsMultiattack. The ashura makes two attacks.

    Ebony Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage, or 9 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage if used with two hands.

    Necrotic Bolt. Ranged Weapon Attack: +6 to hit, range (30/60), one target. Hit: 7 (2d6) necrotic damage.

    Leadership (Recharges after a Short or Long Rest). For 1 minute, the ashura can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ashura. A creature can benefit from only one Leadership die at a time. This effect ends if the ashura is incapacitated.

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  • Monsters20

    FooFoo are good-hearted, celestial creatures. They can travel through both the Astral Plane and the Ethereal Plane with ease, quickly arriving wherever they wish. Sometimes, in times of great need, a number of foo will appear on the Material Plane in order to protect innocents against a great evil. They don’t, however, go look-ing for evil, but rather confront it if it ever threatens any good aligned creatures near the foo. When they do visit the Material Plane, they sit absolutely still, looking exactly like statues, while scanning the surrounding area for signs of evil. Natural Rovers. A foo rarely stays in one place for more than a few days, unless the nearby mortals impress it with benevolence and kindness, or if an important cause appeals to its sense of justice. However, even then, it rarely stays more than a few weeks. Guardians of Good. The people of the Orient have constructed statues that resem-ble the foo, partly to honor these noble beings, but also believing it scares away evil creatures (which it often does). Immortal Nature. A foo doesn’t require food, drink, or sleep.

    Foo DogThe foo dog is the smaller variety of foo. They have short, bush-tipped tails, long flop-py ears, and broad noses. Their stony fur is typically golden or black, but also may be white, green, violet, or gray. When standing still, they appear to be made out of stone.Foo LionFoo lions look like big foo dogs with longer tails and larger mouths. Shaggy manes encircle their necks. Sometimes the manes are entangled with peony flowers. A foo lion’s fur may be a variety of colors, but is most commonly black, orange, or gold. When standing still, they appear to be made out of bronze.

    Foo DogMedium celestial, chaotic good

    Armor Class 15 (natural armor) Hit Points 120 (16d8 + 48)Speed 40 ft., climb 20 ft.

    STR DEX CON INT WIS CHA

    20 (+5) 15 (+2) 16 (+3) 12 (+1) 17 (+3) 13 (+1)

    Saving Throws Int +4, Wis +6Skills Arcana +4, Insight +6, Perception +6, Religion +6Damage Resistances lightning, psychic, thunderDamage Immunities bludgeoning, piercing, and slashing from nonmagical weaponsCondition Immunities charmed, diseased, exhaustion, petrified, poisonedSenses truesight 60 ft., passive Perception 16Languages Foo, Kami, Oriental, telepathy 10 ft.Challenge 6 (2,900 XP)

    Enemy of Evil. The foo has advantage on attacks against creatures of any evil alignment. Additionally, if the foo kills a creature of evil alignment with its bite or claws, it immedi-ately recharges its Thunderous Barks ability and can use it as a bonus action.

    Immutable Form. The foo is immune to any spell or effect that would alter its form.

    Innate Spellcasting. The foo’s innate spellcasting ability is Wisdom (spell save DC 14). The foo can innately cast the following spells, requiring no material, or somatic com-ponents:

    At will: astral projection (self only), detect thoughts, etherealness, invisibility

    False Appearance. While the foo remains motionless, it is indistinguishable from an inanimate stone statue.

    Magic Resistance. The foo has advantage on saving throws against spells and other magical effects.

    Sense Evil. The foo is aware of the presence of any creature of any evil alignment within 60 feet of it, but can’t sense anything else about such creatures. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

    ActionsMultiattack. The foo makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) lightning damage. If the target is a creature, it can’t take reactions until the end of the foo’s next turn.

    Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) slash-ing damage.

    Etherealness. The foo enters the Ethereal Plane from the Material Plane, or vice versa.

    Thunderous Barks (Recharge 5-6). The foo releases a series of booming barks. Each creature of the foo’s choice within 30 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature takes 22 (4d10) thunder damage and is deafened until it finishes a short or long rest. On a successful save, a creature takes half the thunder damage and isn’t deafened. Creatures of any evil alignment have disadvantage on the save.

    Legendary ActionsThe foo can take 2 legendary actions, choosing from the options below. Only one leg-endary action option can be used at a time and only at the end of another creature’s turn. The foo regains spent legendary actions at th e start of its turn.

    Claw attack. The foo makes one claw attack.

    Cast a Spell (Costs 2 Actions). The foo casts a spell.

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  • Monsters32

    Goi-KashuA beautiful woman with the lower body of a deer, at home in the forests, playing mu-sic and spreading joy. They live a peaceful existence deep within the forests, eating mostly grass and honey. Treebound. Goi-kashus are nature spirits that have their life forces tied to a single tree. They are most commonly associated with trees that are valued for their sap, gum, oil, or wood primarily camphor, sometimes teak. As long as the tree remains unharmed, the goi-kashu stays forever youthful and alluring. If the tree is harmed, the goi-kashu suffers. If the tree is ever destroyed, the goi-kashu dies. Shapechangers. They posses the ability to change their shape into that of various insects, which they utilize for two reasons: either to stay hidden when danger is near or to stay undetected as their curiosity makes them want to observe a nearby encamp-ment of humanoids. Musicians. When a goi-kashu is born from a tree, the tree also produces a magical flute which is an extension of the goi-kashu itself. They use their flutes to play magical melodies that have the power to affect the mind of anybody that hears them.

    Goi-KashuMedium fey (shapechanger), neutral

    Armor Class 12 (16 with barkskin)Hit Points 110 (20d8 + 20)Speed 60 ft.

    STR DEX CON INT WIS CHA

    13 (+1) 15 (+2) 12 (+1) 13 (+1) 15 (+2) 23 (+6)

    Saving Throws Int +4, Wis +5, Cha +9Skills Perception +5, Stealth +5Senses darkvision 60 ft., passive Perception 12Languages Oriental, Kami, SylvanChallenge 5 (1,800 XP)

    Innate Spellcasting. The goi-kashu’s innate spellcasting ability is Charisma (spell save DC 17). The goi-kashu can innately cast the following spells, requiring no material or verbal components:

    At will: barkskin, bane, bless, calm emotions, druidcraft, poison spray, shillelagh 3/day each: grasping vine, pass without trace, plant growth, invisibility 1/day each: conjure woodland beings, hold monster, insect plague

    Magic Resistance. The goi-kashu has advantage on saving throws against spells and other magical effects.

    Magic Weapons. The goi-kashu’s weapon attacks are magical. Additionally, it cannot be disarmed of its flute and it can cause the flute to magically appear or disappear as a bonus action on its turn.

    Shapechanger. The goi-kashu can use its action to polymorph into a Tiny insect, a Giant Wasp, or back into her true form. A goi-kashu explodes as a pile of leaves if it dies, no matter which form it is in.

    Tree Stride. Once on its turn, the goi-kashu can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

    ActionsMultiattack. The goi-kashu makes one attack with its hooves and two attacks with its flute.

    Flute. Melee Weapon Attack: +4 to hit (+9 to hit with shillelagh), reach 5 ft., one tar-get. Hit: 3 (1d4 + 1) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage with shillelagh.

    Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) blud-geoning damage.

    Magic Melody. The goi-kashu plays a melody, affecting all creatures within 60 ft. of it that can hear it, choosing one of the melodies below:

    Amiable Composition. Each affected creature must succeed a DC 17 Wisdom saving throw or be charmed by the goi-kashu for 1 hour, or until the goi-kashu harms the creature.

    Eerie Rhythm. Each affected creature must succeed a DC 17 Constitution saving throw or take 11 (2d10) psychic damage and be paralyzed for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

    Sweet Lullaby. Each affected creature must succeed a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. A target awakens if it takes damage or another creature takes an action to wake it. This melody has no effect on constructs and undead.

    Goi-Kashu

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  • 43MonstersMonsters

    KappaThese turtle-like humanoids have a hard shell covering their backs and thick green or yellow scales protecting the rest of their bodies. Near the base of their abdomen, they have pouched pot bellies protruding, their hands and feet are clawed and wide, with webbing between each digit. They have very flat heads, with a bowl-like indentation at the top. Within the bowl is water from their home lake, river, or pond, which doesn’t spill even when the kappa is engaged in combat. Their mouths are filled with multiple rows of hooked teeth, and their bright yellow eyes seemingly never close, as they are covered by a transparent lid, enabling them to see well underwater. Martial Arts. Kappa are also trained from childhood in a style of martial arts unique to them, allowing them to hit multiple opponents with a single kick as well as disarm attackers. This style is referred to as “kappa fu”, though the kappa themselves refer to it as “screaming human”. Big Tempers, Small Drowners. The kappa are feared and highly unpredictable. They are uncomfortable around humanoids larger than themselves as it easily makes them feel threatened. They are known for dragging humanoids into water and drown-ing them. Polite and Vain. Kappa are obsessed with politeness and also very vain creatures. By appealing to their vanity, they might even be persuaded to trust outsiders. When meeting a kappa, they might even be tricked into spilling the water in their head bowl by simply bowing politely before them, as it is impolite to not return the bow. To make a bow seem convincingly polite, make a Charisma (deception) check or Charisma (performance) check contested by the kappa’s Wisdom (insight) check.

    KappaSmall humanoid, chaotic evil

    Armor Class 14 (natural armor) Hit Points 56 (16d6)Speed 30 ft., swim 50 ft.

    STR DEX CON INT WIS CHA

    18 (+4) 17 (+3) 10 (+0) 7 (-2) 14 (+2) 11 (+0)

    Saving Throws Dex +5Skills Athletics +6, Acrobatics +5Damage Resistances coldCondition Immunities blinded Senses passive Perception 12Languages Aquan, Oriental (common)Challenge 2 (450 XP)

    Aquan Regeneration. The kappa can use a bonus action on its turn to regain 9 (2d8) hit points. Doing so consumes 1 pint of water from the kappa’s head bowl.

    Head Bowl. The indentation on the top of the kappa’s head is filled with water from the lake, pond, or stream where it lives. The kappa’s martial skill ensures the water doesn’t spill. As long as there is still water in the bowl, the kappa doesn’t dry out and can breathe outside of water. A full bowl holds 8 pints of water, with each pint providing enough water for a full day’s nourishment. The kappa automatically fills its bowl when it is submerged in water.

    Underwater Camouflage. The kappa has advantage on Dexterity (stealth) checks made while underwater.

    Water Breathing. The kappa can breathe only underwater.

    ActionsMultiattack. The kappa makes two attacks.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a Medium or smaller creature it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the kappa can’t bite another target.

    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

    Circle Kick. Each Medium or smaller creature within 5 ft. of the kappa must succeed a DC 13 Dexterity saving throw or take 7 (1d8 + 3) bludgeoning damage and land prone.

    ReactionsCrushing Parry. The kappa adds 4 to its AC against one melee attack that would hit it. If the attack is made with a nonmagical weapon and doesn’t hit, the weapon takes a permanent cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed.

    Variant: Kappa Martial Arts TechniquesSome kappa are especially adept at martial arts. Such kappa gain the following attack in place of their claw attack, relying on dexterity and precision rather than raw strength:

    Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature, the kappa can choose one of the following additional effects:

    • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (kappa’s choice).• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the kappa’s next turn.

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    AshuraFooGoi-KashuAshura SamuraiAshura ShogunFoo DogGoi-Kashu