Nurarihyon, Bottle-Headed Yokai - AI-generated fantasy Monster

Nurarihyon, Bottle-Headed Yokai

Whispers claim Nurarihyon can step into any house and be treated as its master. The old ones say he is responsible when a family elder suddenly favors a stranger. Children tell stories of a bottle-headed elder who sips tea in their homes without being seen arrive or leave.

MediumMonstrosity(Yokai)CR 4Lawful Evil

Nurarihyon, Bottle-Headed Yokai

YokaiControllerSocial ManipulatorUrban
HP68AC15SPD30 ft., Slip: can move through crowds and narrow spaces without slowing and cannot be tracked by normal nonmagical tracking while inside buildingsCR4 (1100 XP)DeceptionPersuasionInsightStealth
STR
8
DEX
14
CON
13
INT
16
WIS
15
save
CHA
18
save
Yokai Master. Nurarihyon can command other yokai and lesser spirits. As an action, he can target up to three willing or charmed yokai within 60 feet. Those yokai immediately take the Help action or use their reaction to take the Dodge action until the end of Nurarihyon's next turn. He can use this feature three times, regaining uses on a long rest.
Shadowy Infiltrator. Whenever Nurarihyon is within dim light or indoors he can attempt to become undetectable by mundane tracking. While doing so he leaves no footprints, scent, or normal traces. Magical divination and detection still reveal him unless resisted by a successful save against his spellcasting DC.
Charming Presence. Any creature that starts its turn within 30 feet of Nurarihyon and can hear him must succeed on a Wisdom saving throw or be charmed for 1 minute. A charmed creature obeys minor social commands but cannot be forced to harm itself. The charmed creature can repeat the save at the end of each of its turns. Creatures that are immune to being charmed are unaffected.
Cane Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage. If Nurarihyon hit a charmed target, he can attempt to grapple it as a free object interaction without provoking opportunity attacks.
Multiattack. Nurarihyon makes two Cane Strike attacks.
Insistent Suggestion. Nurarihyon points with a trembling finger and speaks a maddening phrase. Target must succeed on a Wisdom saving throw or be affected as if by the suggestion spell for up to 1 minute. The suggestion must be phrased so that it is not obviously suicidal. A creature that succeeds on the saving throw is immune to Nurarihyon's Suggestion for 24 hours.
Charming Gaze. Nurarihyon casts charm person. He may target one humanoid or one yokai that counts as a humanoid for charm effects. Targets that are already charmed by Nurarihyon automatically fail the saving throw and gain no benefit besides reaffirmed loyalty.
Hypnotic Illusion. Nurarihyon releases a puff of incense and illusions bloom. Each creature in a 20-foot cone must make a Wisdom saving throw. On a failed save a creature is charmed and incapacitated, entranced in harmless visions for 1 minute, as the hypnotic pattern effect. The effect ends for a target if the target takes damage or someone uses an action to shake it out of the trance. Once Nurarihyon uses this trait, he cannot use it again until he finishes a short or long rest.
Whispered Diversion. When a creature within 30 feet that is charmed by Nurarihyon is targeted by an attack, Nurarihyon can use his reaction to impose disadvantage on the attack roll as a whisper redirects the attacker for a single heartbeat. He can use this reaction a number of times equal to his Charisma modifier per long rest.
Shadowy Slip. When Nurarihyon is targeted by an attack he can see, he can impose disadvantage on the attack by stepping partially into shadow if he is within dim light or indoors. This effect can be used three times and refreshes on a short or long rest.
Cantrips
Innate SpellcastingEnchantment Nurarihyon casts these with Charisma as his spellcasting ability. Spell save DC 14, spell attack +6. He can cast the following spells innately, requiring no material components. At will: Minor Illusion, Message. 3/day each: Charm Person, Disguise Self. 2/day each: Suggestion, Hold Person. 1/day: Hypnotic Pattern.
3rd level
Hypnotic PatternIllusion As Hypnotic Illusion action. Uses are refreshed on short or long rest unless otherwise noted.
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