Mitsu - AI-generated fantasy Monster

Mitsu

Old storytellers warn that lacquered masks hung on stage doors with a black ribbon keep mitsus away. When the masks are stolen or broken the spirits take revenge by tearing down houses and stealing faces in dreams. Priests who once bound mitsus used incense, prayers, and mirrored surfaces to confuse the spirits.

HP95AC15SPD50 ft., Climb 30 ft., Darkvision-infused glide: can jump up to double its movement as part of a leap and land without provoking opportunity attacks if it starts in dim light or darkness.CR5 (1,800 XP)StealthPerceptionIntimidation
STR
18
DEX
16
save
CON
18
save
INT
12
WIS
14
CHA
16
Shadow-Furred Agility. The mitsu can move through a space as narrow as 1 foot wide without squeezing. It can also climb as part of its movement and does not provoke opportunity attacks when leaping from a shadowed surface as described in its movement.
Dimming Presence. The mitsu's presence warps light and incense. Torches and lanterns within 30 feet of the mitsu burn as if in a wind: their light is reduced by one step (bright light becomes dim light, dim becomes darkness). Magical light is unaffected.
Nightfeeding. The mitsu regains 10 hit points at the start of its turn if it is in dim light or darkness.
Multiattack. The mitsu makes two claw attacks. It can also replace one claw attack with a bite.
Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () piercing damage. If the mitsu moves at least 20 feet straight towards a creature and hits with this attack, that target must succeed on a Strength saving throw or be knocked prone and restrained by shadowy tendrils until the end of the mitsu's next turn.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage. If the target is prone, the mitsu deals an additional 7 () damage.
Mask of Dread. The mitsu glares with its lacquered mask face and the air ripples with an older, cruel intent. Each creature of the mitsu's choice within 30 feet that can see the mask must succeed on a Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on a success. If a creature fails the save by 5 or more, it is also compelled to flee in a straight line away from the mitsu for its first turn while frightened, if it can. The mitsu can use this trait, then roll a d6; on a 5 or 6 the trait recharges and can be used again.
Corrupting Paw. The mitsu touches a creature with a paw covered in oily shadow. The target must make a Charisma saving throw. On a failed save, the target is cursed: for 1 minute it takes an extra 7 () necrotic damage from the mitsu's attacks and has disadvantage on saving throws against being frightened. The curse ends early if the target is healed by 20 hit points or more in one instance or if remove curse or greater restoration is cast on it. A creature that succeeds on the save is immune to this mitsu's Corrupting Paw for 24 hours.
Goading Swipe. When a creature the mitsu can see ends its turn within 5 feet of it, the mitsu can make one claw attack against that creature.
Masked Lunge. The mitsu makes one claw attack.
Cantrips
Innate SpellcastingVaries The mitsu's innate spellcasting ability is Charisma (spell save DC 13). It can cast the following spells, requiring no material components. At will: darkness, minor illusion 1/day each: invisibility (self only), suggestion (1 creature)
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