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Oriental Monsters

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Oriental Monsters

A Supplement for B/X

Written by Ned Martell (Revised June 2013)


Illustrations by:
Various (all artwork is in the public domain, copyrights expired due to age).

This document contains over 65 all-new monsters suitable for an Oriental campaign. Each of
the monsters is based on real world legendary sources, so in some cases the name of a
particular monster may be the same as that published in another game book, but in every
case the monster fully detailed herein is a novel interpretation written by myself.

TABLE OF CONTENTS
Akashita... 1
Amanojaku.. 1
Amanozako..... 1
Amikiri..... 1
Ayonyobo... 1
Bakekujira... 2
Bakeneko.... 2
Baku.... 2
Bashe... 2
Daidarabotchi..... 2
Dragon (Earth).... 2
Dragon (Water)... 2
Dragon King (Earth)... 3
Dragon King (Water).. 3
Funayurei.... 4
Furi...4
Futakuchionna.... 4

Mujina.... 9
Nature Folk... 9
Nekomata 10
Nue.. 10
Nukekubi.... 10
Nureonna.... 11
Nuribotoke.. 11
Okami.. 11
Oni... 11
Oni (Onibaba).... 11
Onibi.... 12
Onryo.. 12
Onyudo... 12
Otoroshi... 12
Penghou.. 13
Pixiu..... 13
Qilin..... 13

Gashadokuro.. 4
Rokurokubi..... 13
Hainu... 5
Hakutaku.... 5
Harionago... 5
Hebi..... 5
Hengeyokai..... 5
Hitotsumekozo.... 5
Honeonna... 6
Ikiryo....6
Ikuchi... 6
Inugami... 7
Isonade.... 7
Itsumaden... 7
Ittanmomen.... 7

Satori... 13
Shachihoko..... 14
Shen.... 14
Shojo... 14
Shuigui.... 14
Taimatsumaru..... 14
Tanuki.. 15
Tenaga-Ashinaga.... 15
Tengshe... 15
Tengu (Greater).. 15
Tengu (Lesser).... 15
Tsuchigumo.... 15

Jiangshi.... 7
Jikininki... 8
Jorogumo.... 8
Jubokko...8

Umibozu.. 15
Ushioni.... 16

Kama-itachi..... 8
Kappa.. 9
Kijimuna.. 9
Kitsune.... 9
Koropokguru... 9

Yako.... 16
Yamaoroshi..... 16
Yukionna..... 16

Langgui 9

APPENDIX I: Monster Listing by Hit Dice 17

Wanyudo.... 16

Zenko... 17

Akashita
Armour Class:
Hit Dice:
Move: Fly:
Attacks:
Damage:

4
7**
120' (40')
2 claws/1 bite
1-8/1-8/2-12

strong that she can chew swords. She has a ferocious


temper. She attacks by snatching a victim up in her hands
on a successful "to hit" roll, and bringing the victim to her
mouth to bite with her powerful teeth. She may use each
of the following spell-like abilities (cast as a 14th level wu
ren) three times a day: ESP (she may also communicate
this way), invisibility, phantasmal force (with both
visual and auditory effects), dimension door,
polymorph others, polymorph self, and magic jar.

No. Appearing: 1 (1)


Save As:
Fighter: 7
Morale:
9
Treasure Type: Nil
Alignment:
Chaotic

Amikiri
Armour Class:
Hit Dice:
Move: Fly:
Attacks:
Damage:

Amanojaku
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-2 (2-8)
Fighter: 2
7
U (C)
Chaotic

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

5
3**
120' (40')
1 bite
1-3 + paralysis

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1-12)
Fighter: 3
12
I
Chaotic

Aonyobo are the


ghosts of oldfashioned court
ladies, appearing
much as they did in
life (with blackened
teeth and shaved
eyebrows) but with
a distinct bluishgreen tint to their
skin. They will only
be found in the
ruins of abandoned
palaces, and enjoy consuming human flesh. Upon being
bitten, their victim will be paralysed for 2-8 turns unless a
successful save vs Paralysis is made. Aonyobo are
immune to disease, poison, and mind-affecting spells
(such as sleep, charm, and hold spells).

Amanozako
2
15***
150' (50')
150' (50')
1 bite
6-36

1-3 (1-3)
Fighter: 1
6
(L)
Chaotic

Aonyobo

Amanojaku are thought to be related to oni, resembling


them somewhat but standing only 3 feet tall. They are
invariably wicked and perverse. Their favourite tactic is to
find a person's deepest desires (they may cast ESP at
will), and then use this information to instigate their victim
into doing evil acts before ultimately frustrating the victim's
desire! Amanojaku have been known to flay their victims
(or animals) after death and then wear the skin to
impersonate them. They are also able to mimic their
victim's voice and only have a 1-in-20 chance of being
detected.

Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

The Amikiri has a


tapering worm-like
body about 5 feet long,
a beaked bird-like
head, and two crab-like
claws. Normally shy
and mischievous, it
especially enjoys cutting
nets when no one is
looking but it has also
been known to sneak
up on people and cut
off their hair at the roots! It will typically flee at the first sign
of danger. The treasure indicated will only be found the in
the creature's lair.

An akashita appears as a large thick black smokey cloud,


out of which emerges the head and arms of a hairy beast
with large claws and a gaping red maw containing sharp
teeth and a large tongue. Anyone within melee range of
the monster must save vs Poison at the end of each round
or be doubled over coughing due to the noxious smoke
and for the following round they will be unable to attack.

Armour Class: 6
Hit Dice:
2+1*
Move:
90' (30')
Attacks:
1 bite or weapon
Damage:
1-6 or by weapon

7
1
90' (30')
2 claws/1 bite
1-2/1-2/1-2

No. Appearing: 1 (1)


Save As:
Fighter: 15
Morale:
10
Treasure Type: F
Alignment:
Chaotic

Amanozako is a monstrous giantess standing over 20 feet


tall, with a long nose, ears, and fangs. Her teeth are so

Bakekujira*
Armour Class:
Hit Dice:
Move: Swim:
Attacks:
Damage:

6
16+16**
180' (60')
1 bite
6-36

Bashe
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1)
Fighter: 15
12
Nil
Neutral

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

6
15+15**
60' (20')
1 bite/1 squeeze
2-16/2-16

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-3)
Fighter: 8
8
Nil
Neutral

Bashe are huge pythons, up to 100 feet long, so large that


their favoured prey are elephants. Their primary attack is
their bite, on a "to hit" roll of 19 or 20 they will have
swallowed a man-sized (or smaller) victim whole, inflicting
an automatic 2-16 points of damage per round. Anyone
inside the Bashe attacks with a -4 penalty on "to hit" rolls
against AC 7 and may only use small piercing weapons
such as a daggar. On any other successful bite attack roll,
the bashe will then proceed to wrap its body about the
victim, constricting for 2-16 points of damage per round
automatically each round thereafter.
Daidarabotchi
Bakekujira is a ghost, taking the form of a skeletal whale
60 feet long. It is accompanied by a flock of 'zombie' birds
and a school of 'zombie' fish. It will ignore nearby boats or
even outright non-magical attacks, but if attacked
magically it will become fearlessly aggressive. If it rams a
ship, it will do 6-36 hull points of damage. Bakekujira is
immune to disease, poison, and mind-affecting spells
(such as sleep, charm, and hold spells), and can only be
hit with magic weapons.

Armour Class: 4
Morale:
11
Hit Dice:
36+36*
Treasure Type: H
Move:
240' (80')
Alignment:
Neutral
Attacks:
2 fists or trample
Damage:
10-60/10-60
No. Appearing:0 (1)
Save As:
Dwarf: 12

Daidarabotchi is a huge
legendary giant, hairless with
pitch-black skin and well over
100 feet tall. On a successful
trample attack (gaining +4 "to
hit") he will inflict 10-100 hit
points of damage.

Bakeneko (cat hengeyokai); see Hengeyokai.


Baku
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

6
5*
150' (50')
2 claws
1-4/1-4

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-3)
Fighter: 5
9
Lx4
Lawful

Dragon
Armour Class:
Hit Dice:
Move:
Burrow:
Fly:
Swim:
Attacks:
Damage:
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

Baku are chimerical


creatures, with a spotted
tiger's body & legs, an
elephant's trunk, a
rhinoceros' eyes, and an
ox's tail. They are very
shy, but are helpful to
humans: they prowl
dreams and eat
nightmares. Baku are
able to use the spell ESP
at will (and may also use
this ability to devour
dreams if the target is
sleeping). Baku are immune
to all poison and disease, and are at all times affected as
by the spell protection from evil 10' radius. It is said
that a bed made from the skin of a baku retains these
protective qualities.

Earth
0
10*
90' (30')
60' (20')
2 claws/1 bite
1-8/1-8/2-20
1 (1)
Dwarf: 10
10
H+M
Neutral

Water
0
9***
90' (30')
270' (90')
270' (90')
4 claws/1 bite
1-8/1-8/1-8/1-8/2-16
1 (1)
Dwarf: 9
9
H
Lawful

Earth Dragon: Earth dragons are the guardians of


hidden treasures, especially gems and precious metals. In
appearance they are similar to water dragons although
they are usually wreathed in harmless flames. Earth
dragons are immune to fire (including magical fire) and
often live inside volcanoes. The earth dragon is unable to
fly, and so when it needs to ascend to heaven it creates a
volcanic eruption to carry itself up. Earth dragons also

have the ability to move earth (as the spell) three times
per day.
Water Dragon: Water dragons are benevolent beings,
associated with water and clouds. They live in lakes,
rivers, or the sea, and also among the clouds. They have
the ability to control rainfall and weather (may cast
control weather up to three times per day). They are
chimerical, having the following characteristics: head of a
crocodile; antlers of a deer; eyes of an oni; ears of a cow;
neck, body, and tail of a snake; scales of a carp; claws of
an eagle; soles of a tiger; and the innards of a clam. They
may change their colour to match whatever environment
they may be in (surprise on a roll of 1-4 on 1d6). Young
water dragons are smaller, having 5 or fewer hit dice, no
antlers, and may neither control weather nor fly (being
wholly aquatic).
Dragon King
Armour Class:
Hit Dice:
Move:
Burrow:
Fly:
Swim:
Attacks:
Damage:
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

Earth
-1
30+30****
60' (20')
60' (20')
1 bite
6-36
1 (1)
Dwarf: 12
12
Hx2+Mx2
Neutral

Water
_
-3
27+27********
180' (60')
270' (90')
270' (90')
4 claws/1 bite
2-9/2-9/2-9/2-9/3-18
1 (1)
Dwarf: 12
12
Hx2
Lawful

Each dragon king carries a dragon orb. In the possession


of the dragon king, the dragon orb functions as a ring of
protection +3, 10' radius in addition to granting the
dragon king up to three wishes per month, but in the
hands of others the dragon orb will only function as a ring
of protection +1 and will grant 0-3 wishes (depending
how many are left) before losing the wishing power until
the dragon orb is returned to the possession of the dragon
king for a full month.

Water Dragon King: Water dragon kings have the


form of water dragons, and are not immediately
distinguishable from them to the untrained eye; however,
they are larger and they have 5 claws per foot. There are
four dragon kings in total, each ruling one ocean: North,
South, East, and West. They each reside in a fabulous
crystal palace under their respective ocean, where they are
attended by all manner of marine animals which they may
command at will, being their rulers. Water dragon kings
may transform themselves at will into humanoid form,
normally that of a man dressed in king's robes but with a
dragon's head, although they may also choose a purely
human form. They also have the following spell-like
powers, which they may cast at will (as a 14th level
caster): purify water, create water, water
breathing, conjure elemental (water only), control
weather, lower water, flood (reverse of lower
water), and part water. In addition, they have the spell
casting abilities of both a 9th level wu ren and a 9th level
shugenja.

Earth Dragon King: The earth dragon king is a huge,


fat, worm-like version of an earth dragon with vestigial
limbs and a body about 100 feet long and 10 feet in
diameter. He is rarely encountered as he spends most of
his time far underground. He is immune to fire (including
magical fire). He may swallow whole any creature 10 feet
tall or shorter upon rolling a "to hit" number which is 4 or
more higher than required, causing an automatic 3-18
points of damage each subsequent round, in addition to
the normal bite damage on the round the swallowing
occurred. He also has the following spell-like powers,
which he may cast at will (as a 14th level caster): conjure
elemental (earth only), pass-wall, transmute rock
to mud, transmute mud to rock, wall of stone,
and move earth.

Funayurei*
Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

Futakuchionna
6
1+1**
120' (40')
120' (40')
1
1-6

No. Appearing: 0 (20-60)


Save As:
Fighter: 1
Morale:
6

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Treasure Type: (C)


Alignment:
Chaotic

Funayurei are the


ghosts of people
who have died in
shipwrecks. They
appear as they did
in life, except
being pale and
transparent. They
are also associated
with ghostly fires
(visible yet
unburning). They
may ride their
own ghost ships,
they may swim in
the water, or they
may suddenly appear on the decks of ships, but in all
cases their primary goal is to sink ships and swell their own
numbers. They will cause 1 hull point of damage per
round to a ship for every 10 funayurei present and
working towards that goal. They will also attempt
deception to lure ships onto rocks, reefs, etc. Funayurei
are immune to disease, poison, and mind-affecting
spells (such as sleep, charm, and hold spells), and can
only be hit with magic weapons.

8
(1-4hp)
60' (20')
120' (40')
1 bite
1

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 1
7
U
Chaotic

A futakuchionna was once a normal woman, now cursed


with a second mouth located on the back of her head
(hidden by her hair under normal circumstances). Her hair
becomes like two serpents and is able to grab food and
carry it to her second mouth. Anyone struck by a hair
'serpent' is grasped tightly, anyone struck by two is pulled
towards the mouth and chewed for 1-4 points of damage
each round automatically until released. The second
mouth tends to mumble spitefully, and eats twice as much
as a normal person. It will become threatening or even
scream obscenities if not fed.
Gashadokuro

Furi
Armour Class:
Hit Dice:
Move:
Glide:
Attacks:
Damage:

8
1-1*
120' (40')
1 bite + 1 weapon
1-4 + 1-6 or by
weapon

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

No. Appearing: 1-4 (2-12)


Save As:
Normal Man
Morale:
6

4
15+15*
210' (70')
1 bite
5-50

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 15
12
Nil
Chaotic

Treasure Type: Nil


Alignment:
Neutral

A furi is a small monkeylike animal with red eyes,


blue fur with a black
leopard-like pattern, and
a short tail. They are
nocturnal and enjoy
eating spiders. Although
unable to fly, they are
excellent gliders, and are
able to travel from one
mountain to another!
They are unusual in that
they are immune to all
forms of attack (including
poison, fire, etc.) except
those which cause
crushing damage (for example, a club or a mace).

Gashadokuro are giant skeletons, standing 50 feet tall.


They are created from the bones of one thousand people
who have died of starvation, and attack by snatching a
victim and attempting to bite his head off. They are
immune to disease, poison, and mind-affecting spells
(such as sleep, charm, and hold spells).

Hainu
Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

Hengeyokai
7
1+1*
120' (40')
150' (50')
1 bite
1-4

No. Appearing: 1-3 (2-8)


Save As:
Fighter: 1
Morale:
10

Armour Class: 5 or by armour


or by animal form
Hit Dice:
See below
Move:
120' (40')
or by animal form
Attacks:
1 weapon or
by animal form
Damage:
1-8 or by weapon
or by animal form

Treasure Type: Nil


Alignment:
Neutral

Hainu are winged wild dogs. They are not at all timid,
often attacking people and livestock.

No. Appearing: 1 (1)


Save As:
Morale:

Elf: 1-9
8

Treasure Type: L + U + V +
see below
Alignment:
Chaotic or
see below

Hakutaku
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

0
9****
240' (80')
1 butt
1-6

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Cleric: 9
11
Ox4
Lawful

Hengeyokai cover a large range of shapechangers,


including bakeneko (cat), hebi (snake), inugami (dog),
kitsune (fox), mujina (badger), okami (wolf), tanuki
(raccoon dog), and tsuchigumo (spider), which are fully
detailed in the "Oriental Classes" supplement, and can
also appear as NPCs. Bite attacks from NPC hebi and
tsuchigumo will most often require a save vs Poison,
unlike their Player Character counterparts! Hengeyokai
encountered may be of any level from 1 through 9, and
their particular animal form may be chosen by the DM or
rolled randomly. Some of their favoured spells are as
follows (although they are by no means restricted to this
spell list): (1st) sleep, ventriloquism; (2nd) ESP,
invisibility, phantasmal force; (3rd) fireball, fly,
lightning bolt; (4th) confusion, hallucinatory
terrain; (5th) magic jar. Low-level hengeyokai may
only have half or less of the rolled treasure, and high-level
hengeyokai will have treasure type "I" in addition. Magic
items should be determined separately, by using the
normal rules for NPCs. Most hengeyokai are Chaotic, but
some 20% may be Neutral and 5% may be Lawful. One
specific type of hengeyokai, the zenko, is detailed
separately in its own listing.

The hakutaku has the body of a white ox, the face of a


man, nine eyes (three on its face and three on each flank),
and six horns (two on its head and four along its back). It
is extremely intelligent and knowledgeable, and is able to
speak and read all languages. It may never be surprised
and is immune to all poison and disease. In addition, it
has all the special abilities of a 9th level shugenja,
including spell casting.
Harionago
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

8
2+1*
120' (40')
1 special +
1 weapon
2-8 + 1-6 or
by weapon

No. Appearing:
Save As:
Morale:
Treasure Type:

1 (1-4)
Fighter: 2
9
V

Alignment:

Chaotic

A harionago is a man-eating monster taking the form of a


beautiful woman with long, lustrous hair. However, her
hair is prehensile and each strand is tipped with a razorsharp barbed hook. In combat, her hair lashes about and
may make attack rolls against all creatures within melee
range (one attack roll per opponent per round). With her
hair down, she is not immediately recognisable as a
monster, and will often attack with surprise.

Hitotsumekozo
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

8
(1-4hp)
60' (20')
See below
0

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-2 (2-8)
Normal Man
6
P
Neutral

Hitotsumekozo appear as bald young children aged 8-10


years old, usually wearing the robes of a monk-in-training,

Hebi (snake hengeyokai); see Hengeyokai.

but with only one large eye in the


centre of their face. They are not
malicious, but enjoy surprising
people. Anyone upon first seeing
their single eye must save vs
Spells with a +2 bonus or faint in
fright (as if affected by the spell
sleep).

dishonour upon the target. Furthermore, the target will


sicken (losing 1 hit point per day, which may not be
healed by magical or normal healing). Forcing the ikiryo
out of the victim will allow him to begin recovering hit
points normally.
While the ikiryo is absent from the originator, he too will
sicken and lose hit points in a similar manner (losing 1 hit
point per day, which may not be healed by magical or
normal healing). In the case of the originator, he may only
begin to be cured after the ikiryo re-enters his body.

Honeonna
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

7
2**
120' (40')
1 weapon
1-6 or by weapon

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 2
10
L+U
Chaotic

Although the ikiryo's preferred victim is the target of the


grudge, the Ikiryo may attempt to possess other bodies
at will (although only one at a time), hopping from body
to body. It will sometimes use this ability to further
torment its victim.

A honeonna in her natural form is a skeleton, but she


takes the aspect of a thin, beautiful girl to lure men into
her clutches. Whenever she sleeps with a man she will
permanently drain 1 hit point from him (may not be
healed by magical or normal healing). This loss is
undetectable until he dies from this effect, at which time
he becomes a skeleton himself under the direction of the
honeonna. Honeonna are immune to disease, poison,
and mind-affecting spells (such as sleep, charm, and
hold spells).

Ikiryo are immune to disease, poison, and mindaffecting spells (such as sleep, charm, and hold spells),
and can only be hit with magic weapons. A protection
from evil spell will temporarily (for the duration of the
spell) drive the ikiryo out of someone who is possessed,
and prevent the ikiryo from possessing anyone so
protected. A successful dispel evil spell will drive the
ikiryo out of the victim and force it to return to its
originator for 1 day; furthermore this spell will cause the
ikiryo will become visible (AC 4) until it re-enters the
originator, and identifiable to anyone who knows him in
life.

Ikiryo*
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

0
3****
120' (40')
Possession
Special

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 3
12
Nil
Chaotic

Ikuchi
Armour Class:
Hit Dice:
Move: Swim:
Attacks:
Damage:

If a person holds
a particularly
strong grudge
against someone
else, the grudge
can itself take on
an independent
form (the ikiryo).
The originator of
the ikiryo will be
unaware of this
occurrence. The
ikiryo is always
invisible, but if it
is able to be seen
it will appear as a ghostly version of the originator.

5
6
150' (50')
See below
See below

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1)
Fighter: 3
8
Nil
Neutral

The ikuchi is
an incredibly
long oceandwelling eel
coated with a
slippery oil-like
substance.
Although its
body is only
about 6 inches
in diameter it is
rumoured to
be at least 2-3
miles long,
taking several
hours to pass! It
is strangely attracted to boats, and enjoys circling over
them as it swims by, spilling oil down as it passes which
can rapidly fill the boat and sink it. This build-up of oil is
equivalent to 1 hull point of damage per round, but it can

The ikiryo will track down the target of the grudge and
attempt to possess him (target must make a save vs
Spells, if it fails the ikiryo will enter the victim's body and
gain control over it; if the save is successful, the ikiryo
must wait at least one full day before making another
attempt). While in possession of the target's body, the
ikiryo will engage in acts which will bring shame and

easily be repaired: 10 men working exclusively at bailing


can repair 1 hull point per round. If the eel is attacked, it
will constrict down upon the boat, causing 1-10 hull points
of damage per round in addition! This damage is not so
easily repaired (use normal rules for repairing hull
damage).

are ignored and the dead remain unappeased, in which


case it will slowly and steadily escalate its attacks. It may
breathe fire at will, each such attack inflicting 4-24 points
of damage against any one victim (save vs Dragon Breath
for half damage).
Ittanmomen

Inugami (dog hengeyokai); see Hengeyokai.


Armour Class:
Hit Dice:
Move: Fly:
Attacks:
Damage:

Isonade
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

4
8*
180' (60')
1 tail or 1 bite
1-10 + special
or 2-20

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1)
Fighter: 4
7
V
Neutral

1 (1-3)
Fighter: 2
7 or see below
Nil
Chaotic

Jiangshi*
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

6
2+2*
60' (20')
2 claws/1 bite
1-3/1-3/1-3
+ energy drain

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-6 (1-8)
Fighter: 2
12
Lx2
Chaotic

Jiangshi are reanimated corpses with greenish-white skin


and long white hair, created by the ghost's inability to
leave the body. Jiangshi are animalistic in temperament
and intelligence. They are active at night, hiding in dark
places during daylight hours. The body itself is very stiff
with the arms perpetually stretched outwards; they may
only move by hopping and they automatically lose
initiative in combat. Their touch drains 1 level of
experience or hit die from the victim. Anyone slain by a
jiangshi in this manner will become a jiangshi himself.

Itsumaden
6
4**
60' (20')
480' (160')
2 claws + breath
2-5/2-5 + special

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

The ittanmomen appears as a bolt of cotton cloth (about 1


foot wide and 35 feet long) fluttering in the breeze. On a
successful attack roll, it has wrapped itself around the
victim's head and body, and the victim will suffocate to
death in 10 rounds unless the ittanmomen is removed.
Removal may be accomplished by killing it (attacks
automatically hit, but will do damage to the monster and
damage to the victim), or by pulling it free. Pulling it free
will require successful Open Doors rolls for 3 rounds in a
row, these Open Doors rolls may be made against the
creature instead of a normal attack roll. A maximum of
two people may attempt to pull it free simultaneously.
Note that the 3 rounds required must be in unbroken
sequence, if all Open Doors rolls are failed on any given
round, the creature retightens its grip and the pulling must
begin anew. When wrapped around a victim, the
ittanmomen's Morale becomes 12.

Isonade is a giant sharklike sea creature, about 30


feet long. It especially
enjoys stormy weather,
and is normally only
encountered under these
conditions. Its favourite
tactic is to approach ships
from underwater, waiting
until it is very close and
then lifting its tail (which is
covered in hook-like
projections) out of the
water and sweeping it
across to pull sailors down
into the sea where it can
eat them. The isonade has
also been known to use this tactic against people on the
beach. Anyone struck by its tail must, in addition to taking
the stated damage, make a save vs Death Ray or be
caught on the hooks of the tail and dragged into the water.
When biting, on a "to hit" roll of 20 the isonade will
swallow any creature 3 feet tall or smaller, automatically
inflicting 1-6 points of damage per round and killing the
victim by drowning in 10 rounds. Any treasure it may
have will be located inside its belly.

Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

7 + see below
2**
180' (60')
Suffocate
See below

No. Appearing: 1 (1)


Save As:
Fighter: 4
Morale:
12
Treasure Type: Nil
Alignment:
Lawful

Jiangshi are immune to disease, poison, and mindaffecting spells (such as sleep, charm, and hold spells),
and can only be hit with magic weapons. However, they
have many weaknesses. They are repelled by their own
reflection in a mirror, by the call of a rooster, by uncooked
glutinous rice, and by dried red adzuki beans (jiangshi
may not cross a barrier composed of either of the latter
two). The touch of a holy symbol to its forehead will

An itsumaden is a bird spirit, believed to be created when


many dead people are left unburied, such as from
starvation or plague. The cry of this beast ("How much
longer? How much longer?") calls for the dead to be
buried. It has the legs, talons, and wings of a bird with a
15 foot wingspan, the body of a snake, and a human face.
In general these spirits are not aggressive, unless their calls

paralyse it (no save), but only while the holy symbol is in


contact with the body, and the holy symbol must be
administered in melee with a successful "to hit" roll. They
are not immune to items made from the wood of a peach
tree, nor are they immune to fire damage.

20 feet per round. The thread takes 4 rounds (plus or


minus Strength modifier) to cut with an edged weapon, or
it may also be burned through in one round but this latter
method will also inflict 1-2 points of damage to the victim.
She may hold and retract up to four threads
simultaneously, but may only throw one per round. She
will often first attempt to distract or lull her prey (using her
human form), before binding and then devouring them.
Jorogumo are often associated with a deep pool of water,
dwelling down below and launching out threads at
travellers in an attempt to pull them underwater. Her bite
requires a save vs Paralysis, or her victim will be
paralysed for 2-8 turns. She may cast the spell charm
person once per day, and may cast the spell web three
times per day.

Jikininki
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

7
2
120' (40')
2 claws/1 bite
1-3/1-3/1-3

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-6)
Fighter: 2
9
B
Neutral

Jikininki are people who have


been cursed with the insatiable
urge to eat fresh human
corpses. They are fully aware
of their condition, and find
their own desires repugnant.
During the day they live as
normal human beings but at
night, when they go out in
search of fresh cadavers to eat,
their appearance transforms
into that of decomposing
bodies with sharp teeth, claws,
and glowing eyes. They will
steal any valuables the corpses
may have in order to use the
proceeds to bribe local officials during the day.

Jubokko
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

6
4**
60' (20')
60' (20')
1 bite or 1 thread
2-12 + paralysis
or see below

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1)
Fighter: 6
U+V
Chaotic

A jubokko is a tree which was growing in a battlefield and


has been transformed by soaking up large amounts of
blood. It now stands in wait for passersby, snatching them
and sucking out their blood. A jubokko looks exactly like a
normal tree (except perhaps being more fresh and healthy
looking) and they always surprise on roll of 1-3 on 1d6.
Upon a successful hit, the victim is held immobile and will
be drained of 1-10 points of damage automatically each
round. If a jobokko is cut, it bleeds. Its treasure (remains
of previous victims) is scattered loosely around the base of
the tree. Fresh branches from a jubokko (less than 1 week
since removal from the tree) may be used to drain poison
from a wound (as the spell neutralize poison).

Jorogumo
Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

2
6+6*
1
1-10 + special

No. Appearing: 1 (1)


Save As:
Fighter: 4
Morale:
8
Treasure Type: C + V
Alignment:
Chaotic

Kama-itachi
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Jorogumo are monsters with features of both a woman


and a spider. She may transform into a normal spider (AC
9, MV 30'/10') and a beautiful woman (AC 8, MV 120'/
40'), but only once each
per day.

3
2*
360' (120')
1 claws
1-6 + see below

This monster has a


form similar to a weasel
with long razor-sharp
sickle-shaped claws. It
moves so quickly that
in motion it creates a
whirlwind-like ball of
wind in a 5' radius,
inside of which the
creature rides invisibly.
The force of the wind is
so powerful that any
creature caught within
its radius must make a

Her primary form of


attack is to throw a silk
spider-thread at her
victim. Her spider
threads have a range of
60 feet, a successful
attack roll will stick a
thread to the victim and
thereafter he may not
move farther away from
the Jorogumo than she
allows. She will retract
the thread at a rate of

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-3 (2-8)
Fighter: 2
6
Nil
Chaotic

save vs Death Ray or be knocked down to the ground.


The kama-itachi may make attack rolls against all creatures
within the ball of wind (one attack roll per victim). The
wounds created by this creature do not bleed, so it is
sometimes not until the creature has already passed that
its victim realises he has been cut!

childish pranks and tricks, but are not malicious and are
sometimes even helpful to humans.

Kappa

Armour Class:
Hit Dice:
Move:
Attacks:

7 or by armour
1-1
90' (30')
1 weapon

Damage:

1-6 or by weapon Alignment:

Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

2
1+1*
60' (20')
120' (40')
2 claws/1 bite
1/1/1-4 + Strength

Kitsune (fox hengeyokai); see Hengeyokai.


Koropokguru

No. Appearing: 1-6 (2-20)


Save As:
Fighter: 1
Morale:
6
Treasure Type: B
Alignment:
Neutral

Langgui
Armour Class: 5
Hit Dice:
5*
Move:
150' (50')
Attacks:
1 bite or special
Damage:
2-8 or 2-12

Kijimuna
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1-4)
Fighter: 5
12
D
Neutral

A langgui is a spirit guarding abandoned tomb mounds,


taking the form of a large demonic wolf. It will relentlessly
attack any creature coming too close to the tomb mound,
but will not pursue very far if the intruder flees. The
langgui may also transform itself into a whirlwind (10'
diameter, MV 120'/40') which will toss aside any creatures
in its path which fail a save vs Death Ray, inflicting 2-12
points of damage. This transformation takes one full
round, during which time the langgui may not move or
attack. Any treasure rolled is buried within the tomb
mound it is guarding, and will require a concerted effort to
recover.

Kappa are generally mischievous, often malicious (human


innards are a favourite food), and sometimes benevolent.
They are unfailingly polite and will never break their word
once given. They are very boastful, and love wrestling and
other tests of skill. It is said they also particularly enjoy
eating cucumbers.

8
1-1
90' (30')
1 weapon
1-2 or by
weapon -2

1-4 (4-16)
Halfling: 1
7 or see below
U (C) + see
below
Neutral or
see below

Koropokguru are fully detailed in the "Oriental


Classes" supplement, and can also appear as NPCs.
They live in small clan camps or villages of 20-80
inhabitants. For each 20 inhabitants, there will be a leader
of level 2-7, and each village will also have a single clan
head (level 9). The DM should roll ability scores and
determine magic items for these special individuals
separately. Koropokkuru morale is raised to 9 when a
leader is present, 10 in the presence of the clan head.
Most koropokguru are Neutral, but some 20% may be
Lawful and 5% may be Chaotic.

Kappa are a race of


small freshwaterdwelling humanoids,
roughly the size of a
human child. They
have webbed hands
and feet, and their skin
is scaly, slippery, and
bluish- or yellowishgreen. They have a tortoise-like shell on their back, a
beak-like mouth, and a round cavity on top of their heads
surrounded by long hair. They may breathe air as well as
water, but they must always keep the cavity on top of their
head wet: if it empties they will become too weak to even
move and will eventually die; thus they will often cover the
cavity with a metal cap while above water. While there is
water in the cavity on its head, kappa have a Strength
score of 18 (gaining +3 "to hit" and +3 damage). Kappa
have a strong fishy smell, and if threatened they will exude
a noxious gas causing victims to save vs Poison or suffer a
-2 penalty on "to hit" rolls while in melee combat with the
kappa.

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

No. Appearing:
Save As:
Morale:
Treasure Type:

Mujina (badger hengeyokai); see Hengeyokai.

0 (4-16)
Fighter: 1
6
J
Neutral

Nature Folk

Kijimuna are a race of tree spirits, having the form of a 3-4


year old child with a lush mane of red hair. Although they
sleep inside of banyan trees (each individual kijimuna to a
particular tree), they spend most of their time outside and
are especially proficient at fishing, although of the entire
fish they only eat one of the eyes. They enjoy playing

Armour Class:
Hit Dice:
Move:
Attacks:

5 or by armour
See below
120' (40')
1 weapon

Damage:

1-8 or by
weapon

No. Appearing: 1 (1)


Save As:
Dwarf: 1-9
Morale:
9
Treasure Type: L + U + V
+ see below
Alignment:
Lawful or
see below

Nature folk are fully detailed in the "Oriental Classes"


supplement, and can also appear as NPCs. They may be

of any level from 1 through 9. They do not have their own


societies, instead they live with their human family clans.
Low-level nature folk may only have half or less of the
rolled treasure, and high-level nature folk will have
treasure type "D" in addition. Magic items should be
determined separately, by using the normal rules for
NPCs. Most nature folk are Lawful, but some 20% may be
Neutral and 5% may be Chaotic.

The chimerical nue is


roughly fox-sized and has
the head of a monkey, the
body of a racoon dog, the
legs of a tiger, and a snake
for a tail. When it flies, it is
surrounded by a black
cloud, impenetrable to
sight but still vulnerable to
weapons. It will often use
this ability at night to
remain largely undetected.
It may claw twice per
round with its tiger legs
(1-4 points of damage
each), bite with its monkey mouth (1 point of damage,
save vs Death Ray or become diseased: wounds may not
be magically cured, natural healing is at half the normal
rate, and death in 2-24 days), and it may bite with its
snake tail (1-3 points of damage, save vs Poison or die in
1-10 turns). The disease inflicted may be cured
magically, or by killing the nue which caused it.

Nekomata
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

7
6**
120' (40')
2 claws/1 bite
1-2/1-2/1-4

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-3)
Fighter: 6
7
C+L
Chaotic

It is rumoured that if a domestic cat gets to reach an old


age and a large size (about 10 years and 8 lbs) its tail will
fork into two and the cat will transform into a nekomata. A
nekomata is intelligent, can talk, and in its natural form it
walks on its hind legs,
standing almost 5 feet
tall. However, it may
transform itself at will
back into a normalsized cat, and it may
also imitate any specific
humanoid creature it
sees (up to 7 feet tall),
although in all forms it
will always have two
cat tails. Nekomata
normally use the latter
imitative ability just
before or after they kill
someone, in order to
take their place. They
are immune to all poison, and in fact enjoy consuming
poisons as food.

Nukekubi
Armour Class: 8 or see below
Hit Dice:
2+1**
Move:
120' (40') or see
below
Attacks:
1 bite or weapon
Damage:
1-3 + special or
by weapon

Nekomata may create small (1 inch diameter) floating


fireballs at will (maximum one at a time) and control them
within a range of 240 feet. Upon striking an object they
are extinguished without causing damage, but will start a
normal fire which may then grow if conditions are suitable.
Nekomata may use each of the following spell-like abilities
once per day (cast as a 9th level wu ren): animate dead,
ESP (may also use this ability to send dreams if the target
is sleeping), fly, and telekinesis.

6
3+2***
120' (40')
180' (60')
2 claws/2 bites
1-4/1-4/
1-2 + disease/
1-3 + poison

Morale:
9
Treasure Type: C
Alignment:
Chaotic

Nukekubi are cursed human beings, by day they live as


normal human families but at night their heads fully
detach from their necks and fly (AC 5, MV 180'/60'),
looking for prey. When they spot a human victim they let
out a scream, whereupon anyone hearing it must make a
save vs Spells or be affected as by the spell cause fear
(reverse of remove fear). Upon a successful "to hit" roll,
the nukekubi will attach its mouth to a victim causing 1-3
points of damage each round automatically as it drinks the
victims blood. While the head flies about, the body
remains inanimate and the head has no awareness of the
body, so the body may be destroyed or hidden (for
example) without the head's knowledge. The head must
reattach to the body before sunrise or the nukekubi will
die. During the daytime there is always a small red line
where the head attaches to the body, but this is easily
concealed under clothes.

Nue
Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

No. Appearing: 1-3 (2-8)


Save As:
Fighter: 2

No. Appearing: 1-2 (1-4)


Save As:
Fighter: 3
Morale:
7
Treasure Type: D
Alignment:
Chaotic

10

Nureonna
Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

5
5**
90' (30')
120' (40')
1 bite/1 squeeze
1-4 + special/2-8

protecting humans who travel in the wilderness. However,


some have been known to eat human flesh so they are still
not entirely trusted.

No. Appearing: 1 (1)


Save As:
Fighter: 5
Morale:
8

Oni

Treasure Type: B
Alignment:
Chaotic

Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

The nureonna resembles a large snake about 20 feet long


with a woman's head. She lives in the ocean, but comes
ashore to feed. Once per day she may transform herself
into the appearance of a normal human woman; her
favourite tactic is to carry a small child-sized bundle and
attempt to trick someone into holding it for her: once they
do so, the bundle becomes enormously heavy and the
victim is unable to drop it (victim's movement rate
becomes 30'/10' and victim automatically loses initiative),
at which time the nureonna transforms back to her natural
form and attacks! On a
successful attack roll, in addition
to normal bite damage her
tongue will pierce her victim and
automatically begin sucking
blood for 1-4 points of damage
every round; additionally, on a
successful bite attack she will
wrap her snake body around her
victim and crush for 2-8 points of
damage every round. Once the
nureonna is killed there is no
further damage from blood drain
or constriction, and the small
bundle disappears.

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

7
1-1*
120' (40')
1 weapon
1-6 or by weapon

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

Onibaba
5
5+2**
90' (30')
1
1-10 or weapon
+ Strength
1 (1-4)
Elf: 5
10
F
Neutral

Oni are the male of the species, the females are onibaba;
the two sexes keep separate for the most part..
Oni: Oni vary in
appearance but all are
savage humanoids about 8
feet tall with fangs, horns,
claws, and long unkempt
hair; often with an unusual
number of eyes, fingers, or
toes; occasionally even with
an animal head. Different
oni may have different skin
tones, but red or blue are
most common. They most
often wear a simple loincloth
made of tiger skin and carry
a large iron club (treat as a
pole arm, 1-10 points of damage but may be wielded onehanded by oni). They are very strong (Strength score of
18), and may fly and become invisible at will.

Nuribotoke
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Oni
5
4+1**
90' (30')
120' (40')
1
1-10 or weapon
+ Strength
1-4 (2-8)
Fighter: 4
10
V (E)
Chaotic

1-4 (4-16)
Fighter: 1
12
U
Chaotic

Onibaba: An onibaba
(also known as a yamauba) in her natural form
resembles a 10-foot tall
female oni with long
white hair and a large
mouth which splits her
face ear to ear. However,
she may transform herself
at will into the form of a
human-sized woman, most
often that of an old crone. Onibaba usually live high up in
the mountains, but they have insatiable appetites which
often bring them down looking for food. Some have been
known to enjoy eating human flesh, some simply steal
normal food, while others are more conscientious and will
purchase food from towns or travellers instead. Onibaba
are just as strong as their male counterparts (Strength
score of 18), and may cast spells as a 5th level wu ren.

Nuribotoke are animated


corpses which did not receive
the proper care. Their skin is
invariably blackened, their
stomachs are bloated, and their
eyes dangle out of their sockets.
However, they are able to
converse and are rather spry
and enjoy dancing. They are
immune to disease, poison,
and mind-affecting spells (such
as sleep, charm, and hold
spells).
Okami (wolf hengeyokai); see Hengeyokai. Japanese
wolves are the smallest of all wolf species, similar in height
to a fox or a raccoon dog. Okami, unlike other
hengeyokai, are generally honest and benevolent,

11

Onibi*
Armour Class:
Hit Dice:
Move: Fly:
Attacks:
Damage:

Onyudo
8
3***
30' (10')
1 touch
Energy drain

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-3)
Fighter: 3
12
B
Chaotic

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Onibi are ghostly fires.


They glow with a
bluish light and are
not true fires, being
neither hot nor are
they extinguished by
water. They typically
appear in groups of
1-20, ranging from
1-12 inches in
diameter each, scattered over a large area. However, of
the group normally only one is deadly (stats as above), the
rest being harmless. The deadly onibi is formed from the
spirit of a particularly wicked person, whose face may be
seen in the midst of the fire. Its touch drains 1 level of
experience or hit die from the victim. Onibi are immune to
disease, poison, and mind-affecting spells (such as
sleep, charm, and hold spells), and can only be hit with
magic weapons.

3
4****
120' (40')
1 touch
Energy drain

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-2 (1-3)
Fighter: 11
9
E + 5000gp
Chaotic

Onyudo are a race of shadowy giants with hairless bodies


and pitch-black skin, of whom Daidarabotchi (see
above) is the likely progenitor. They are also likely related
to Umibozu (see below). Onyudo vary greatly in size, but
average 30 feet tall. They may throw rocks and boulders
to a range of 200' for 3-18 points of damage. They may
also trample (at +4 "to hit" man-sized or smaller targets)
for 4-24 hit points of damage. They live high up in the
mountains, coming down to only to perpetrate foul deeds
upon human settlements below.

Onryo*
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

4
11*
180' (60')
1 or trample
4-24

1 (1)
Fighter: 4
12
C+L
Chaotic

Otoroshi
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Onryo are ghosts who are


driven by a fierce passion for
vengeance. However, quite
often the target of their
vengeance is not the person
who wronged them, but
rather the village in which he
resides, or his new wife, etc.
The Onryo wear white burial
clothes (kimono for females),
have long black disheveled
hair, pale skin, and have no
legs or feet. Their touch
drains 1 level of experience
or hit die from the victim.
Each onryo has a single
additional power, depending
on the form of vengeance chosen. Examples of such
powers are to curse, cause disease, putrify food
and water, summon an insect plague, or control
weather to summon storms which will cause fires and/or
flooding. Onibi are immune to disease, poison, and
mind-affecting spells (such as sleep, charm, and hold
spells), and can only be hit with magic weapons.

7
2+2*
60' (20')
2 claws/1 bite
1-4/1-4/1-6

An otoroshi resembles a
dog-sized disheveled
mass of long hair, out of
which protrudes a large
head and two clawed
hands. It enjoys hiding
up in high places (such as
on top of gates, roofs, or
in trees) in order to drop
down upon unsuspecting
victims (surprises on a
roll of 1-3 on 1d6, and
gains +2 on its first "to
hit" roll if it has surprise).
It is able to detect evil
and impiety at will, and
such people are its
favoured prey.

12

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1-4)
Fighter: 2
6
C
Neutral

Penghou
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

5
2*
150' (50')
See below
See below

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

However, it does
not hesitate to
punish evildoers. It is able
to breath fire (up
to 3 times each
day, in a cone
90' long by 30'
wide at the end,
damage equal to
the qilin's
remaining hit
points with a save vs Dragon Breath for half damage;
always breathes fire for its first attack, then on subsequent
rounds will breathe on a roll of 4-6 on 1d6). In addition it
has all the special abilities of a 12th level shugenja,
including spell casting. It is immune to all poison and
disease.

0 (1)
Fighter: 4
6
U
Neutral

Penghou have the appearance of a tailless black dog with


the face of a man. When a tree grows to be 1000 years
old, it will generate a penghou tree spirit. A penghou can
join or leave its tree at will, but it must not remain more
than 240' away from its tree for more than a turn or the
penghou will die. If its tree is cut while the penghou is
inside, the tree will ooze blood as the penghou also takes
damage, and the dead penghou body will emerge from
the tree if the tree dies. Penghou are shy and passive,
preferring to avoid contact. Their only defense is a special
form of the charm person spell, the victim must save vs
Spells with a -2 penalty or be drawn towards the
penghou's tree and enter it, never to emerge again.
Hidden among the roots around the base of the tree will
be found the equipment, clothes, and treasure of previous
victims (if any).

Rokurokubi
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

Pixiu
Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

4
6**
150' (50')
180' (60')
2 claws/1 bite
1-4/1-4/2-16

No. Appearing: 1 (1)


Save As:
Fighter: 9
Morale:
10
Treasure Type: C + U + V
Alignment:
Lawful

Qilin

Damage:

-1
12*****
240' (80')
2 hooves/1 bite
+ breath
1-6/1-6/2-12
+ special

No. Appearing:
Save As:
Morale:
Treasure Type:

1 (1)
Cleric: 12
12
G

Alignment:

Lawful

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 1
7
V
Chaotic

Rokurokubi are cursed human


beings, by day they live as
normal humans but at night
their necks stretch out to any
desired length. Anyone upon
first seeing them in this state
must save vs Spells with a +2
bonus or be affected by the
spell cause fear (reverse of
remove fear). Rokurokubi
delight in trickery and spying.
Some are merely mischievous,
others are more malevolent.
Upon a successful "to hit" roll,
the rokurokubi will attach its
mouth to a victim causing 1-3
points of damage automatically
each round as it drinks the victim's blood. This bite causes
no pain, and will not wake sleeping victims. Some
rokurokubi may not be aware of their curse, their necks
stretch out at night involuntarily and they wake up in the
morning with only fragmentary memories attributed to
weird dreams.

The pixiu resembles a plump greyish-white winged lion,


having the head of a large-mouthed dragon with only a
single antler. A pixiu wards off evil (permanent
protection from evil 10' radius spell in effect), and
its bite has the effect of dispel evil on a successful attack
roll. Pixiu are immune to all poison and disease, and
may cast cure disease at will. They also at all times
radiate an aura of good fortune (as a ring of
protection +1, 5' radius). They eat only gold, silver,
and platinum.

Armour Class:
Hit Dice:
Move:
Attacks:

8
1*
120' (40')
1 bite or weapon
1-3 + special or
by weapon

Satori

The qilin is a chimerical creature, having the body and tail


of a horse, the hooves and antlers of a deer, and the head
and scales of a dragon, all wreathed in gentle flames. Qilin
are extremely peaceful, their hooves even float slightly
above the ground so as to not harm the grass or insects
underfoot (this ability also enables it to walk across water).

Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

13

8 or see below
1*
120' (40')
1
1-4

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1-4 (5-20)
Fighter: 1
6
U
Neutral

Shojo

Satori are man-sized black-haired


apes who can read minds (similar to
the spell ESP but it is instantaneous
and may be used against all minds
within range simultaneously; satori
always automatically win initiative,
gain a -4 bonus to Armour Class, a
+4 bonus to all rolls, and are never
surprised by anything within range
as long as this ability is applicable).
This mind reading ability also allows
them to speak the language of
whomever they meet. They are
generally quite shy and placid, and
will flee if they determine someone has violent intentions.
They will also become fearful and flee if they are ever
surprised. They have been known to attack humans for
food in times of famine.

Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

6
6
150' (50')
180 (60')
1 bite
2-12

Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

No. Appearing: 0 (1)


Save As:
Fighter: 3
Morale:
9

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

5
3**
120' (40')
120' (40')
1 + possession
0 + see below

No. Appearing: 1 (1)


Save As:
Fighter: 3
Morale:
12
Treasure Type: U + V
Alignment:
Chaotic

Shuigui are the ghosts of people who have drowned. They


remain where they died, waiting to pull another victim
beneath the water (on a successful attack roll the victim is
pulled into the water and must make a save vs Paralysis or
be held there, unless rescued the held victim will die by
drowning in 10 rounds). Once their victim is submerged,
the shuigui attempts to possess the victim's body and
return to the land of the living, leaving the victim's ghost
behind which will become another shuigui in 1 turn (this
works in a manner similar to the magic jar spell, except
it is a direct swap with no intermediary 'jar'). Shuigui are
immune to disease, poison, and mind-affecting spells
(such as sleep, charm, and hold spells), and can only be
hit with magic weapons.

Treasure Type: U
Alignment:
Neutral

Shen
0
3+3*
30 (10)
1
2-12

Treasure Type: R (C)


Alignment:
Neutral

Shuigui*

The shachihoko has the body of a giant carp and the head
of a tiger. It may come up on land occasionally, taking the
form of a tiger to do so.

Armour Class:
Hit Dice:
Move: Swim:
Attacks:
Damage:

No. Appearing: 1-6 (6-60)


Save As:
Normal Man
Morale:
6

Shojo are a race of short red-skinned humanoids with


long red hair, resembling orangutans more than anything
else. They primarily live in the ocean, but they can breathe
both water and air and will often come up on land to
acquire alcohol: drinking and dancing being their primary
interests. When encountered, they are most often in a
state of jolly inebriation and are generally harmless.

Shachihoko
Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

8
1-1
60' (20')
120' (40')
1
1-4

0 (1)
Fighter: 3
6
See below
Neutral

Taimatsumaru
Armour Class:
Hit Dice:
Move: Fly:
Attacks:
Damage:

6
3+3*
450' (150')
1 bite
2-8 + special

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1-3)
Fighter: 3
8
Nil
Chaotic

Taimatsumaru somewhat resemble large hawks the size of


a pony, except that
other than their head
and wings they seem
to be composed
primarily of bundles
of flaming pine wood!
Anyone within melee
range of this monster
will automatically take
1-4 points of damage
each round due to
the flames and heat.

Shen are giant clams about 8 feet wide, which are able to
swim up to the surface of the sea and generate mirages
(may cast mirror image, phantasmal force,
confusion, hallucinatory terrain, and massmorph
spells at will). They each contain a valuable pearl (worth
1000gp), but anyone foolish enough to attempt reach into
the clam while it is still alive will be subject to the clam's
shell snapping quickly shut (causing 2-12 hit points
damage on a successful "to hit" roll).

14

Tanuki (raccoon dog hengeyokai); see Hengeyokai.

Both varieties of tengu may use the following spell-like


abilities (cast as a 9th level wu ren); three times each per
day for greater tengu, only once each per day for lesser
tengu: ESP (they may also communicate this way),
invisibility, phantasmal force (with both visual and
auditory effects), dimension door, polymorph
others, polymorph self, and magic jar.

Tenaga-Ashinaga
Armour Class: 7
Hit Dice:
2
Move:
240' (80')
Attacks:
1 weapon
Damage:
1-8 or by weapon
No. Appearing: 1-6 (4-24)
Save As:
Fighter: 2
Morale:
8 or see below
Treasure Type: Q (D)
Alignment:
Neutral

Greater tengu: Greater tengu are also known as


daitengu or yamabushi-tengu. They have a red face with
an unusually long sausage-shaped nose, and wear the
garb of an ascetic monk. They have been known to ride
boars as steeds. Greater tengu have the special abilities of
a 5th level shugenja (including spell casting), and gain the
following bonuses of a 10th level kensei: +2 initiative
bonus; chosen weapon (normally the katana sword): +4
"to hit" and +4 damage; in addition, the -4 bonus to
Armour Class has already factored into the stat block
above. Although Lawful in alignment, they are fierce
protectors of the forests they inhabit and their lands are
not to be trespassed lightly.

Tenaga-ashinaga are an odd race,


each entity is in fact two separate
individuals: one with 10' long arms
(tenaga) sitting atop the shoulders
of one with 10' long legs
(ashinaga). The stats above are for
the composite; if separated each
individual will have half of the hit
dice/hit points of the total. Each
village will have a leader-pair with
4 hit dice total, who gains a bonus
of +2 on damage rolls. As long as
their leader is present, tenagaashinaga have a morale of 10.

Lesser tengu: Lesser


tengu are also known
as kotengu or karasutengu. They are small
avian humanoids (less
than 2 feet tall), having
the wings, tail, claws,
head, and beak of bird
(normally a raptor or a
crow). They delight in
causing mischief and
creating trouble in the
world, and particularly enjoy tormenting priests and
monks.

Tengshe
Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:

6
2+1**
90' (30')
180' (60')
1 bite
1-4 + poison

No. Appearing: 1-2 (1-8)


Save As:
Fighter: 1
Morale:
7
Treasure Type: Nil
Alignment:
Neutral

The tengshe is a species of flying (yet wingless) snake


which grow to be about 5 feet long. Their bite is
moderately venomous, anyone struck must save vs Poison
with a +2 bonus or die in 3-12 turns.

Tsuchigumo (spider hengeyokai); see Hengeyokai.


Umibozu

Tengu
Armour Class:
Hit Dice:
Move:
Fly:
Attacks:
Damage:
No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

Greater
3
5+5*******
120' (40')
150' (50')
1 weapon
1-8 or by weapon
0 (1-2)
Cleric: 5
10
F+O
Lawful

Armour Class:
Hit Dice:
Move: Swim:
Attacks:
Damage:

Lesser
6
1+1***
60' (20')
240' (80')
1 bite or 1 weapon
1-4 or by weapon -1
1-6 (4-24)
Fighter: 1
8
D
Chaotic

4
11
180' (60')
1
4-24

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

0 (1)
Fighter: 11
9
Nil
Chaotic

Umibozu are ocean-dwelling


giants. They have a shadowy
black body with a bald head,
malleable serpentine limbs, and
a torso which disappears down
into the darkness of the ocean.
Based on the portion which
emerges from the water they are
estimated to be about 30 feet
tall. They delight in sinking ships,
by preference attacking vessels
(for 4-24 hull points of damage

The exact relationship between greater and lesser tengu is


unclear, although lesser tengu will always obey greater
tengu.

15

invisible at will. Anyone


bitten by a yako must make a
save vs Death Ray or
contract a disease, reducing
the victim to a semi-invalid in
1-4 days (suffering a +2
penalty to Armour Class, a -2
penalty on all rolls, and
halving movement rate). This
is permanent unless the
disease is magically healed.

per round) rather than the crew members thereon.


Ushioni
Armour Class:
Hit Dice:
Move:
Swim:
Attacks:
Damage:

5
3+3*
120' (40')
120' (40')
2 claws/1 bite
2-5/2-5/1-8

No. Appearing: 0 (1-4)


Save As:
Fighter: 3
Morale:
8
Treasure Type: B
Alignment:
Neutral

Ushioni resemble cattle, but are red in colour with sharp


horns, claws, and fangs. They typically dwell in deep pools
of water (or in the ocean), emerging to hunt for prey or to
frolic with cattle. They may also transform themselves into
the form of a human woman, although her reflection (in
water or a mirror) will reveal her true form. Ushioni are
fiercely protective of their pools but may be mollified by
alcohol, which they love to drink. They may cast a curse
spell at will against anyone who offends them (reverse of
the spell remove curse, exact effects to be determined
by the DM), and in addition anyone involved in killing an
ushioni will automatically fall under a curse (no save
throw allowed).

Yamaoroshi
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

7
4***
240' (80')
1
1-6 + energy
drain

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 4
12
Nil
Chaotic

A wanyudo is the ghost


of a monk, taking the
form of his face in the
centre of a flaming
oxcart wheel. The
wheel is constantly in
motion, spinning the
man's face around and
around as it turns. On
a successful attack the
wheel strikes its victim
for 1-6 points of damage and drains 1 level of experience
or hit die. Wanyudo are immune to disease, poison,
and mind-affecting spells (such as sleep, charm, and
hold spells), and can only be hit with magic weapons.

Yukionna*
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

6
** (1-4hp)
90' (30')
1 bite
1 + disease

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

3
6*****
120' (40')
1 touch + breath
1-8 + energy
drain + see below

No. Appearing:
Save As:
Morale:
Treasure Type:
Alignment:

1 (1)
Fighter: 6
12
D
Chaotic

A yukionna is the ghost of a woman who has died in a


snowstorm, reappearing on snowy nights to attack the
living. She has white (almost transparent) skin, long black
hair, and blue lips; she is often nude, or wears a white
kimono, in either case she blends into the snowy
background so only her face and hair are at first visible
(surprises on a roll of 1-4 on 1d6). She has no feet and
leaves no footprints. In addition to being immune to
disease, poison, and mind-affecting spells (such as
sleep, charm, and hold spells), she is also immune to all
cold-based attacks and can only be hit with magic
weapons. Anyone looking into the eyes of a yukionna

Yako
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

No. Appearing: 2-8 (10-40)


Save As:
Fighter: 1
Morale:
7
Treasure Type: (S + L)
Alignment:
Neutral

Yamaoroshi are a race of a


tiny fleet-footed humanoid
creatures, standing less than 1
foot tall. Their head resembles
a vegetable grater, and their
skin has spine-like hairs. They
will often invade homes to
steal vegetables to eat. They
attack by brushing past their
victim at high speed, scraping
off skin & flesh with their
sharp heads. Once per day a
yamaoroshi may release a
cloud-like burst of their sharp
hairs: all creatures within a 10
foot radius (except other
yamaoroshi) will take 2-8 points of damage (save vs
Breath Weapon for half damage).

Wanyudo*
Armour Class:
Hit Dice:
Move:
Attacks:
Damage:

3
* (1-4hp)
240' (80')
1 + spines
1-4 + special

1-4 (3-30)
Normal Man
6
L
Chaotic

A yako resembles a tiny fox about 1 foot long (including


the tail) but coloured black and white. They may become

16

APPENDIX I: Monster Listing by Hit Dice

must save vs Spells or be


affected as if by the spell hold
person. Her touch is chillingly
cold, and drains 1 level of
experience or hit die from the
victim in addition to the stated
damage. She may breathe out
an icy breath up to 3 times per
day, causing 6-36 points of cold
damage to one victim (save vs
Dragon Breath for half damage).
Once per day she may transform
herself into a cloud of snow, in
this form she may not attack but
may move at 180' (60') and is
herself immune to all weapon
attacks (including magic
weapons).

Included here for a DMs convenience is a listing of all


oriental monsters, sorted by hit dice (HD).
In addition to the new monsters from this supplement
(names indicated in bold below) are suitable monsters
from Basic and Expert rulebooks (Animals, Elementals,
Men, Skeletons, and Zombies). If a particular animal
species is not found in your campaign, you may still use
the creature as a monstrous variant. For example, a
mountain lion's stats could be used for a monstrously large
house cat.
UP TO HD
HD Brief Description
1hp! see Basic rules
1/2! see Basic rules (Killer Bee)
1/2! see Basic rules
1/2! Gliding animal, immune to
most attacks
5!Hawk (Normal)! 1/2! see Expert rules
6!Hitotsumekozo! 1/2! Bald one-eyed boy
7!Rat (Giant)!
1/2! see Basic rules
8!Rat (Normal)!
1hp! see Basic rules
9!Yako!
1/2! Tiny invisible fox
10!Yamaoroshi!
1/2! Tiny sharp-spined humanoid
Name
1!Bat (Normal)!
2!Bee, Killer, Giant!
3!Centipede, Giant!
4!Furi!

Zenko
Armour Class: 4
Hit Dice:
See below
Move:
120' (40') or see
below
Attacks:
See below
Damage:
See below or
by weapon

No. Appearing: 1 (1)


Save As:
Cleric: 9
Morale:
10
Treasure Type: I + L
Alignment:
Lawful

Zenko, also known as Inari's kitsune, are a special type of


hengeyokai having the form of a white fox. They are
treated in all respects as 9th level hengeyokai, except they
have the saving throws and special abilities of a 9th level
shugenja (including gaining and casting shugenja spells
instead of wu ren spells).

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Name
Amikiri
Animals, Herd
Futakuchionna
Hengeyokai
Kijimuna
Koropokguru
Men
Nature Folk
Nuribotoke
Rokurokubi
Satori
Shojo
Shrew, Giant
Skeleton
Snake
(Spitting Cobra)

1-1 TO 1HD
HD Brief Description
1
Flying worm with crab claws
1
see Expert rules (Antelope)
1-1 Two-mouthed woman
1
Animal shapechanger
1-1 Tree sprite child
1-1 Forest dwelling dwarf
1
see Basic & Expert rules
(with Oriental Classes)
1
Human/nature-spirit cross
1-1 Animated corpse
1
Stretchy-necked human
1
Mind-reading ape
1-1 Hairy drunken sea sprite
1
see Basic rules
1
see Basic rules
1

see Basic rules

1+HD
Name
HD Brief Description
1!Beetle, Giant (Fire)!1+2! see Basic rules
2!Ferret, Giant !
1+1! see Basic rules
3!Funayurei!
1+1! Ghosts of shipwrecked people
4!Hainu!
1+1! Winged dogs
5!Kappa!
1+1! Small aquatic humanoids
6!Tengu (Lesser)! 1+1! Tiny avian humanoids
7!Termite, Water,
! Giant (Swamp)
1+1! see Expert rules

17

2HD
Name
HD Brief Description
1!Animals, Herd!
2! see Expert rules (Antelope)
2!Baboon, Rock!
2! see Basic rules (Rock Baboon)
3!Bat (Giant)!
2! see Basic rules
4!Beetle, Giant (Oil)! 2! see Basic rules
5!Camel!
2! see Expert rules
6!Crocodile (Normal)!2! see Expert rules
7!Fly, Robber, Giant! 2! see Basic rules (Robber Fly)
8!Hengeyokai!
2! Animal shapechanger
9!Honeonna!
2! Skeletal woman
10!Horse (Riding)!
2! see Expert rules
11!Insect Swarms!
2! see Basic rules
12!Ittanmomen!
2! Animated cotton cloth
13!Jikininki!
2! Ghoul
14!Kama-itachi!
2! Wind weasel
15!Locust, Cave!
2! see Basic rules (Cave Locust)
16!Men!
2! see Basic & Expert rules
(with Oriental Classes)
17!Nature Folk!
2! Human/nature-spirit cross
18!Mule!
2! see Basic rules
19!Penghou!
2! Tree spirit dog
20!Shark (Bull)!
2! see Expert rules
21!Snake (Pit Viper)! 2! see Basic rules
22!Spider, Giant
(Crab Spider)
2! see Basic rules
23!Tenaga-Ashinaga!2! Long-armed man on longlegged mans shoulders
24!Zombie!
2! see Basic rules

3HD
Name
HD Brief Description
1!Animals, Herd!
3! see Expert rules (Antelope)
2!Ayonyobo!
3! Goulish ghosts
3!Boar!
3! see Basic rules
4!Crab, Giant!
3! see Expert rules
5!Horse (Draft)!
3! see Expert rules
6!Horse (War)!
3! see Expert rules
7!Ikiryo!
3! Ghostly grudge
8!Insect Swarms!
3! see Basic rules
9!Onibi!
3! Ghostly fire
10!Shuigui!
3! Ghost of drowned person
11!Snake (Sea Snake)!3! see Basic rules
12!Spider, Giant!
(Black Widow)
3! see Basic rules
13!Hengeyokai!
3! Animal shapechanger
14!Men!
3! see Basic & Expert rules
(with Oriental Classes)
15!Nature Folk!
3! Human/nature-spirit cross
3+HD
Name
HD Brief Description
1!Beetle, Giant (Tiger)! 3+1! see Basic rules
2!Cat, Great!
(Mountain Lion)
3+2! see Basic rules
3!Fish, Giant (Piranha)! 3+3! see Expert rules
4!Hawk (Giant)!
3+3! see Expert rules
5!Lizards, Giant (Gecko)!3+1! see Basic rules
6!Nue!
3+2! Disease-carrying chimera
7!Shen!
3+3! Mirage-creating clam
8!Taimatsumaru!
3+3! Giant burning hawk
9!Ushioni!
3+3! Water-dwelling red ox

2+HD
Name
HD Brief Description
1!Amanojaku!
2+1! 3' tall demons
2!Harionago!
2+1! Barb-haired woman
3!Jiangshi!
2+2! Hopping vampire
4!Nukekubi!
2+1! Free-flying heads
5!Otoroshi!
2+2! Hairy ambushing animal
6!Tengshe!
2+1! Flying snake
7!Termite, Water, !
Giant (Fresh Water)2+1! see Expert rules
8!Toad, Giant!
2+2! see Expert rules
9!Wolf (Normal Wolf)!2+2! see Basic rules

4HD
HD Brief Description
4! see Expert rules (Antelope)
4! see Basic rules (Driver Ant)
4! see Basic rules
4! see Basic rules
4! see Basic rules
4! Animal shapechanger
4! see Basic rules
4! Fire-breathing bird spirit
4! Spider woman
4! see Basic & Expert rules
(with Oriental Classes)
11 Nature Folk!
2! Human/nature-spirit cross
12!Onryo!
4! Vengeful ghost
13!Scorpion, Giant !
4! see Expert rules
14!Shark (Mako)!
4! see Expert rules
15!Snake (Giant Rattler)!4! see Basic rules
16!Spider, Giant !
(Tarantella)
4! see Basic rules
17!Termite, Water,
Giant (Salt Water) 4! see Expert rules!
18!Wanyudo!
4! Life-draining cart wheel
Name
1!Animals, Herd!
2!Ant, Driver, Giant!
3!Ape, White!
4!Bear (Black)!
5!Cat, Great (Panther)!
6!Hengeyokai!
7!Insect Swarms!
8!Itsumaden!
9!Jorogumo!
10!Men!

18

4+ TO 5HD
Name
HD Brief Description
1!Baku!
5! Eats nightmares
2!Bear (Grizzly)!
5! see Basic rules
3!Cat, Great (Lion)!
5! see Basic rules
4!Hengeyokai!
5! Animal shapechanger
5!Langgui!
5
Wolf tomb-guardian
6!Lizards, Giant (Draco)!4+2! see Basic rules
7!Lizards, Giant !
(Horned Chameleon) 5! see Basic rules
8!Men!
5! see Basic & Expert rules
(with Oriental Classes)
9!Nature Folk!
2! Human/nature-spirit cross
10 Nureonna!
5! Snake woman
11!Oni!
4+1! Ogre
12!Rhagodessa, Giant! 4+2! see Expert rules
13!Snake (Rock Python)! 5! see Basic rules
14!Weasel, Giant!
4+4! see Expert rules
15!Wolf (Dire Wolf)!
4+1! see Basic rules

7+ TO 9HD
Name
HD Brief Description
1!Cat, Great
(Sabre-tooth Tiger)! 8! see Basic rules
2!Dragon (Water)! 9! Control rainfall
3!Elemental (Staff)!
8! see Expert rules
4!Elephant!
9! see Expert rules
5!Fish, Giant (Catfish)! 8+3! see Expert rules
6!Hakutaku!
9! All-knowing white ox
7!Hengeyokai!
8! Animal shapechanger
8!Hengeyokai!
9! Animal shapechanger
9!Isonade!
8! Giant shark-like monster
10!Men!
8! see Basic & Expert rules
(with Oriental Classes)
11!Men!
9! see Basic & Expert rules
(with Oriental Classes)
12!Nature Folk!
8! Human/nature-spirit cross
13!Nature Folk!
9! Human/nature-spirit cross
14!Octopus, Giant!
8! see Expert rules
15!Shark (Great White)! 8! see Expert rules
16!Zenko!
9! White fox shapechanger

5+ TO 6HD
Name
HD Brief Description
1!Bear (Polar)!
6! see Basic rules
2!Caecilia, Giant!
6! see Expert rules
3!Cat, Great (Tiger)!
6! see Basic rules
4!Crocodile (Large)!
6! see Expert rules
5!Fish, Giant (Rockfish)!5+5! see Expert rules
6!Hengeyokai!
6! Animal shapechanger
7!Ikuchi!
6! Incredibly long eel
8!Leech, Giant!
6! see Expert rules
9!Lizards, Giant
(Tuatara)!
6! see Basic rules
10!Men!
6! see Basic & Expert rules
(with Oriental Classes)
11!Nature Folk!
2! Human/nature-spirit cross
12!Nekomata!
6! Anthropomorphic cat
13!Oni (Onibaba)!
5+2! Female ogre
14!Pixiu!
6! Good luck winged lion
15!Rhinoceros (Normal)! 6! see Expert rules
16!Sea Serpent (Lesser)! 6! see Expert rules
17!Shachihoko!
6! Tiger-headed fish
18!Squid, Giant !
6! see Expert rules
19!Tengu (Greater)! 5+5! Long-nosed forest guardian
20!Whale (Killer)!
6! see Expert rules
21!Yukionna!
6! Snow ghost woman

1!
2!
3!
4!
5!

Name
Akashita!
Bear (Cave)!
Hengeyokai!
Jubokko!
Men!

6! Nature Folk!

9+ TO 13HD
Name
HD Brief Description
1!Dragon (Earth)!
10! Subterranean guardians
2!Elemental (Device)! 12! see Expert rules
3!Fish, Giant (Sturgeon)!10+2!see Expert rules
4!Onyudo!
11! 30 shadowy giant
5!Qilin!
12! Good chimera
6!Umibozu!
11! Ocean-dwelling giant
7!Whale (Narwhal)!
12! see Expert rules
13+ TO 17HD
Name
HD
Brief Description
1!Amanozako!
15!
20' giantess
2!Bakekujira!
16+16! Skeletal whale
3!Bashe!
15+15! 100 snake
4!Crocodile (Giant)!
15!
see Expert rules
5!Elemental (Conjured)!16!
see Expert rules
6!Gashadokuro!
15+15! 50 skeleton
17+HD OR MORE
Name
HD
Brief Description
1!Daidarabotchi! 36+36! Legendary giant
2!Dragon King
(Earth)!
30+30! Huge subterranean worm
3 Dragon King
(Water)!
27+27! Kings of the water dragons
4!Whale (Sperm)!
36!
see Expert rules

6+ TO 7HD
HD Brief Description
7! Flying beast in smokey cloud
7! see Basic rules
7! Animal shapechanger
6+6! Vampire tree
7! see Basic & Expert rules
(with Oriental Classes)
7! Human/nature-spirit cross

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