CR 1/8
Shirime
Medium humanoid, chaotic Neutral
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Armor class 11
Hit points 4
Speed 30ft
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Str 10 (+0) dex 12 (+1) con 10 (+0) int 12 (+0) wis 10 (0) chr 12 (+1)
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Skills Persuasion +3
Language- common
Senses passive perception Darkvison 60ft
Challenge 1/8
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actions
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Eyebutt
The shirime bends over and shows the glowing eye in its butt to a creature within 5ft.
target makes a dc 15 con or wis save. On a failed save the target becomes frightened until the end of their next turn.
if the target fails by 10 or more the target is stunned until the end of their next turn.
a creature who passed the save within the last 24 hours is immune to eyebutt ability
CR 1/2
Kamaitachi
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Small monstrosity
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Armor class 18
Hit points 15
Speed 60ft
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Str 12 (+1) dex 20 (+5) con 12 (+1) int 8 (-1) wis 12 (+1) chr 6 (-2)
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Skill Acrobatics +7 Perception +4 Stealth +7
damage resistances cold
Senses darkvision 60ft passive perception 14
Languages understands common
Challenge 1/2
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Spiky fur if the Kamaitachi is hit with a unarmed attack the attacker takes 1 piercing
Blinding speed while the kamaitchi is moving it is consider invisible
Pack of 3 a pack of Kamaitachi is made of 3, one knocker, a cutter and a healer
trip (knocker only) when a Kamaitachi hits a creature with a sickle claw attack they must make a dc 15 con save or be knocked prone
Actions
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Multiattack (cutter only) the Kamaitachi can make two sickle attacks as a part of it’s attack action
sickle claws melee attack, +7 to hit, one tagert range 5ft, 1d4+5 slashing
Healing salve (healer only) the Kamaitachi can use its action to put a healing salve on a creature within 5ft of itself. The creature is healed of all slashing damage they took in the last round of combat
Waniguchi
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Small monstrosity
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Armor class 14
Hit points 20
Speed 30ft
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Str 16 (+3) dex 15 (+2) con 13 (+1) int 4 (-3) wis 10 (+0) chr 4 (-3)
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Skill Athletics +5, Perception +2 Religion +1
damage resistances radiant
Senses blindsigth 30ft, passive perception 12
Languages
Challenge 1/2
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Actions
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Bite melee attack, +5 to hit, range 5ft, one target 1d4+3 piercing.
If a Waniguchi hits a creature of size Medium or smaller, the creature becomes grappled.
A grappled creature can make a dc 13 str check to get free as an action.
If a creature starts its turn grappled by the Waniguchi bite they take 1d6 thunder.
The Waniguchi can not use it’s bite attack if it is grappling a creature
Claws melee attack, +5 to hit, range 5ft, one target 1d4+3 slashing
CR 4
Akaname
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Medium monstrosity, chaotic Neutral
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Armor class 15 (Natural Armor)
Hit points 50
Speed 30ft 30ft climb
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Str 13 (+1) dex 16 (+3) con 18 (+4) int 8 (-1) wis 10 (+0) chr 6 (-2)
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Skill Intimidation +2 Acrobatics +5 Stealth +5
damage immunity poison, acid
Condition immunity poisoned
Senses darkvision 60ft passive perception 10
Languages common
Challenge 4
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Covered in filth
if a creature hits the akaname with a melee attack they must make a dc 14 con save or be poisoned until the end of there next turn
Air of filth
if a creature starts or ends it’s turn within 10ft of the akaname they must make a dc 14 con save or take 2d6 poison damage
Actions
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Lick melee attack, +5 to hit, range 10ft, one target 2d6 acid
CR 5
Kotengu
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Medium demon
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Armor class 14 (Leather)
Hit points 100
Speed 30ft 60ft fly
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Str 18 (+4) dex 16 (+3) con 16 (+3) int 12 (+1) wis 10 (+0) chr 12 (+1)
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Saving throws str +7 dex +6
Skill Athletics +7 Acrobatics +6 Perception +3 Intimidation +4
damage resistances non magical Bludgeoning, piercing and slashing
Senses darkvision 120ft passive perception 13
Languages common Infernal
Challenge 5
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Magic theft
The Kotengu steals weapons and magic items form temples and humans, the kotengu will normally have a +1 weapon and 1 uncommon magic item of the dms choose but they can have more or different items
Rampage
When the kotengu is knocked down to half hp or lower it will go into a rampage. While in this rampage state the kotengu does not add it’s proficiency bonus to its attack rolls but adds an extra damage dice on a hit
Your god won’t save you
The kotengu adds 1d4 to attack rolls made against monks, cleric, and paladin
Actions
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Multiattack the kotengu can make 3 attacks as a part of it’s attack action
Melee weapon: melee attack, +7 to hit, range 5ft, one target. Hit: 1d8+4 slashing.
Range weapon: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit:1d8 + 3 piercing damage
Claws: melee attack, +7 to hit, range 5ft, one target. Hit: 1d6+4 slashing.
bonus Actions
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human scum
As a bonus action the kotengu can speak of the horrific acts it has or will commit on humans. All humanoid creatures within 30ft who can hear the Kotengu must make dc 18 wisdom save or become frightened for the next minute, while frightened in this way the creature takes 1d4 Psychic damage at the start of their turn while conscious. If a creature passes the save they add 1d4 to attack rolls made to hit the kotengu for the next minute.
A creature frightened by this ability can remake the save at the end of their turn to end the frightened Condition early.
When a creature passes the save the dc for that creature goes down by 2
Grab
The kotengu can use its bonus action to grapple a medium or smaller creature with its claws
reactions
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Sadistic joy
When a humanoid who the kotengu can see fails a save, misses an attack, or takes damage the kotengu can revel in the failure and pain of the humanoid. The kotengu gains 2d6+3 temp hp
CR 10
oni
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Huge Fiend
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Armor class 13
Hit points 200
Speed 30ft
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Str 22 (+6) dex 16 (+3) con 22 (+6) int 8 (-1) wis 10 (+0) chr 16 (+3)
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Saving throws str +10 con +10 chr +7
Skill Athletics +10 Intimidation +11 Survival +4
damage resistances non magical Bludgeoning, piercing and slashing
Damage immunity fire poison
Condition immunity poisoned frightened
Senses darkvision 120ft passive perception 10
Languages common, Infernal
Challenge 10
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Drunkard
Before the oni takes damage and before combat starts a creature can offer the oni alcohol, the oni must make a dc 15 wisdom save. On a failed save the oni takes the alcohol and drinks. While the oni drinks creatures can take a surprise round
The joy of killing
When the oni knocks a creature to 0 hp, the oni gain 1d10+4 temp hp
A true monster
When the oni knocks a creature to 0 hp all of the creature's allies who saw the oni knock the creature to 0 hp must make a dc 18 wisdom save or become frightened for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the oni’s true monster for the next 24 hours.
If the oni knocks the creature to 0 hp in the 1st round of combat the wisdom save is made with disadvantage
Actions
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Multiattack the oni can make 3 attacks as a part of it’s attack action, two with it’s kanabo or claws and one with it’s bite
Kanabō melee attack, +10 to hit, range 10ft, one target 2d10+6 bludgeoning.
When hit by the Kanabō the target must make a dc 18 str save or be knocked prone
Bite melee attack, +10 to hit, range 5ft, one target 2d8+6 Piercing.
If the oni bites a creature who is grappled by it, the creatures max hp is reduced by half of the damage dealt by the bite until they take a long rest or until they are healed by a 3rd level or higher spell
Claw melee attack, +10 to hit, range 5ft, one target 2d6+6 slashing
On a hit the target must make a dc 18 dex save or become grappled. The oni can not make a claw attack if there hands are full