Gastronomie
2016-03-03, 11:32 AM
Based on requests by Ninja Prawn. The Zashiki Warashi's abilities are loosely based off his works (the Zashiki Warashi as a player race), with permission.
Zashiki Warashi
http://payload61.cargocollective.com/1/7/243277/3522065/.jpg
The Zashiki Warashi is a small mystical being which resembles a young human child with bobbed hair. There are both male and female Zashiki Warashi, and their ages in appearance range from three to fifteen. The Zashiki Warashi stays in a particular house for some time, enjoying its stay, and then later leaving once bored or when it wishes to go stay in a new house. While the Zashiki Warashi stays in a house, the family of that house will flourish; but once the Zashiki Warashi leaves, it is also said that the family is doomed to its downfall, and in some cases, even death (especially the case if the Zashiki Warashi departed the house due to disgust or an event it found unpleasant, such as being bullied by children). For this reason, families with a Zashiki Warashi in their house will try to keep it in the house for as long as possible, offering red beans (which are said to be their favorite food), and toys to play with.
The Zashiki Warashi has no evil or good intent. It simply enjoys its stay, playing with children and practicing mischief upon inhabitants of its house, such as leaving footprints upon walls, using the spinning wheel in the middle of the night, hiding pillows, jumping on top of sleeping people, and such.
It is said that only children can see the Zashiki Warashi, unless the Zashiki Warashii specifically wishes itself to be seen – which is a rare event.
Zashiki Warashi
Small Humanoid (Lesser Deity), neutral
Hit Points: 18 (5d6)
Speed: 25ft, fly 20ft
AC: 14
Str 8 (-1) Dex 14 (+2) Con 10 (+0)
Int 12 (+1) Wis 16 (+3) Cha 18 (+4)
Damage Resistance: damage from nonmagical weapons
Senses: Passive Perception 15, truesight 60 feet
Languages: common, all languages of the house it lives in
Challenge Rating: 2 (450 XP)
Magic Resistance. The Zashiki Warashi has advantage on saving throws against spells and other magical effects.
Spider Climb. The Zashiki Warashi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blessings of the House. When the Zashiki Warashi takes a long rest inside a building, it may use this ability to bring fortune to anyone else who lives there. Upon the completion of the Zashiki Warashi’s long rest, anyone else who has slept in that building within the last 24 hours gains 1 luck point, which they may discharge exactly as if they had the Lucky feat (anyone who already has the Lucky feat gains no benefit from this ability). Unspent luck points disappear the next time the Zashiki Warashi begins a long rest.
Innate Spellcasting. The Zashiki Warashi’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Zashiki Warashi can innately cast the following spells, requiring no material components:
At will: dispel magic, invisibility, minor illusion, silent image, pass without trace
1/day each: bane, bestow curse, counterspell, teleport (self only)
Actions
Mischief. Ranged Magical Attack: +4 to hit, reach 60 ft., one target.
Hit: 5 (2d4) force damage. The target has disadvantage on its next attack roll.
Blessings. One target within 60 feet of the Zashiki Warashi gains 2d4 temporary hit points, and has advantage on its next attack roll.
The Otoroshi / The Shishikori
http://i65.tinypic.com/2jbnxqf.png
The Otoroshi is a bizarre Yokai indeed – for despite various sightings in many areas, no one yet clearly understands its motives or nature. The Otoroshi sometimes rests on top of the entrance of a shrine or temple, looking down at those passing below, invisible to the naked eye. When someone with malice attempts to pass the gates, the Otoroshi drops down, engulfs the victim within seconds, and disappears into thin air.
However, there are other sightings of Otoroshi, not as a sacred guardian, but as a malignant Yokai and a member of the Hyakki Yakou, a parade of various vile Yokai that ravages through the countryside. In which case, they are said to eat horses and cows whole with their voracious appetite and go marching on to the next farm.
Some believe that there are two types of Otoroshi, the good and the evil. They argue that while the guardians should be called Otoroshi, their evil counterparts should be addressed to as the Shishikori.
Otoroshi / Shishikori
Large aberration (Yokai), lawful good or lawful evil
Hit Points: 39 (6d10+6)
Speed: 10ft, fly 40 ft
AC: 14
Str 17 (+3) Dex 6 (-2) Con 13 (+1)
Int 6 (-2) Wis 10 (+0) Cha 6 (-2)
Damage Resistance: force, bludgeoning from nonmagical weapons
Senses: Passive Perception 12, darkvision 60 feet
Languages: Ayakashi
Challenge Rating: 2 (450 XP)
Spider Climb. The Otoroshi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ambush from Above. When the Otoroshi attempts a Stealth check from above to perform a Surprise Attack, it uses its Strength Score instead of its Dexterity score for the check. Also, the Otoroshi takes no falling damage, and does not land prone even after falling.
Innate Spellcasting. The Otoroshi's innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). The Otoroshi can innately cast the following spells, requiring no material components:
At will: acid splash (1d6), invisibility (self only)
1/day each: dispel magic
Actions
Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (2d4+3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the Otoroshi. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Otoroshi, and it takes 3 (1d6) acid damage at the start of each of the Otoroshi’s turns. If the Otoroshi takes 10 or more damage on a single turn from a creature inside it, the Otoroshi must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Otoroshi. If the Otoroshi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
This attack cannot be used while the Otoroshi already has a swallowed creature within itself.
Restraining Hair. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.
Hit: 10 (2d6+3) poison damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be restrained by the Otoroshi’s long hair. While restrained by the Otoroshi’s hair, the creature is under the effects of the Restrained condition, and during each of the start of the Otoroshi’s turns, the Otoroshi gains 3 (1d6) hit points.
As an action, the restrained target can make a DC 14 Strength check, escaping the hair on a success. The hair can also be attacked and cut (AC 12, HP10, has immunity to bludgeoning, piercing, poison, and psychic damage). Damage to the Otoroshi’s hair does not affect the Otoroshi.
The Otoroshi’s hair is magical, and as so, its hair that is cut will regrow within seconds. Thus, the Otoroshi may use this ability any number of times per day, without fear of having all of its hair cut away.
Zashiki Warashi
http://payload61.cargocollective.com/1/7/243277/3522065/.jpg
The Zashiki Warashi is a small mystical being which resembles a young human child with bobbed hair. There are both male and female Zashiki Warashi, and their ages in appearance range from three to fifteen. The Zashiki Warashi stays in a particular house for some time, enjoying its stay, and then later leaving once bored or when it wishes to go stay in a new house. While the Zashiki Warashi stays in a house, the family of that house will flourish; but once the Zashiki Warashi leaves, it is also said that the family is doomed to its downfall, and in some cases, even death (especially the case if the Zashiki Warashi departed the house due to disgust or an event it found unpleasant, such as being bullied by children). For this reason, families with a Zashiki Warashi in their house will try to keep it in the house for as long as possible, offering red beans (which are said to be their favorite food), and toys to play with.
The Zashiki Warashi has no evil or good intent. It simply enjoys its stay, playing with children and practicing mischief upon inhabitants of its house, such as leaving footprints upon walls, using the spinning wheel in the middle of the night, hiding pillows, jumping on top of sleeping people, and such.
It is said that only children can see the Zashiki Warashi, unless the Zashiki Warashii specifically wishes itself to be seen – which is a rare event.
Zashiki Warashi
Small Humanoid (Lesser Deity), neutral
Hit Points: 18 (5d6)
Speed: 25ft, fly 20ft
AC: 14
Str 8 (-1) Dex 14 (+2) Con 10 (+0)
Int 12 (+1) Wis 16 (+3) Cha 18 (+4)
Damage Resistance: damage from nonmagical weapons
Senses: Passive Perception 15, truesight 60 feet
Languages: common, all languages of the house it lives in
Challenge Rating: 2 (450 XP)
Magic Resistance. The Zashiki Warashi has advantage on saving throws against spells and other magical effects.
Spider Climb. The Zashiki Warashi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blessings of the House. When the Zashiki Warashi takes a long rest inside a building, it may use this ability to bring fortune to anyone else who lives there. Upon the completion of the Zashiki Warashi’s long rest, anyone else who has slept in that building within the last 24 hours gains 1 luck point, which they may discharge exactly as if they had the Lucky feat (anyone who already has the Lucky feat gains no benefit from this ability). Unspent luck points disappear the next time the Zashiki Warashi begins a long rest.
Innate Spellcasting. The Zashiki Warashi’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Zashiki Warashi can innately cast the following spells, requiring no material components:
At will: dispel magic, invisibility, minor illusion, silent image, pass without trace
1/day each: bane, bestow curse, counterspell, teleport (self only)
Actions
Mischief. Ranged Magical Attack: +4 to hit, reach 60 ft., one target.
Hit: 5 (2d4) force damage. The target has disadvantage on its next attack roll.
Blessings. One target within 60 feet of the Zashiki Warashi gains 2d4 temporary hit points, and has advantage on its next attack roll.
The Otoroshi / The Shishikori
http://i65.tinypic.com/2jbnxqf.png
The Otoroshi is a bizarre Yokai indeed – for despite various sightings in many areas, no one yet clearly understands its motives or nature. The Otoroshi sometimes rests on top of the entrance of a shrine or temple, looking down at those passing below, invisible to the naked eye. When someone with malice attempts to pass the gates, the Otoroshi drops down, engulfs the victim within seconds, and disappears into thin air.
However, there are other sightings of Otoroshi, not as a sacred guardian, but as a malignant Yokai and a member of the Hyakki Yakou, a parade of various vile Yokai that ravages through the countryside. In which case, they are said to eat horses and cows whole with their voracious appetite and go marching on to the next farm.
Some believe that there are two types of Otoroshi, the good and the evil. They argue that while the guardians should be called Otoroshi, their evil counterparts should be addressed to as the Shishikori.
Otoroshi / Shishikori
Large aberration (Yokai), lawful good or lawful evil
Hit Points: 39 (6d10+6)
Speed: 10ft, fly 40 ft
AC: 14
Str 17 (+3) Dex 6 (-2) Con 13 (+1)
Int 6 (-2) Wis 10 (+0) Cha 6 (-2)
Damage Resistance: force, bludgeoning from nonmagical weapons
Senses: Passive Perception 12, darkvision 60 feet
Languages: Ayakashi
Challenge Rating: 2 (450 XP)
Spider Climb. The Otoroshi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ambush from Above. When the Otoroshi attempts a Stealth check from above to perform a Surprise Attack, it uses its Strength Score instead of its Dexterity score for the check. Also, the Otoroshi takes no falling damage, and does not land prone even after falling.
Innate Spellcasting. The Otoroshi's innate spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). The Otoroshi can innately cast the following spells, requiring no material components:
At will: acid splash (1d6), invisibility (self only)
1/day each: dispel magic
Actions
Engulf. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (2d4+3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the Otoroshi. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Otoroshi, and it takes 3 (1d6) acid damage at the start of each of the Otoroshi’s turns. If the Otoroshi takes 10 or more damage on a single turn from a creature inside it, the Otoroshi must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Otoroshi. If the Otoroshi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
This attack cannot be used while the Otoroshi already has a swallowed creature within itself.
Restraining Hair. Melee Weapon Attack: +5 to hit, reach 10ft., one creature.
Hit: 10 (2d6+3) poison damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be restrained by the Otoroshi’s long hair. While restrained by the Otoroshi’s hair, the creature is under the effects of the Restrained condition, and during each of the start of the Otoroshi’s turns, the Otoroshi gains 3 (1d6) hit points.
As an action, the restrained target can make a DC 14 Strength check, escaping the hair on a success. The hair can also be attacked and cut (AC 12, HP10, has immunity to bludgeoning, piercing, poison, and psychic damage). Damage to the Otoroshi’s hair does not affect the Otoroshi.
The Otoroshi’s hair is magical, and as so, its hair that is cut will regrow within seconds. Thus, the Otoroshi may use this ability any number of times per day, without fear of having all of its hair cut away.