yuki-on-na

The final entry for the 3rd edition OA conversion to 5e. 


DESCRIPTION

Beautiful spirits of the frozen wastes, yuki-on-nas are either hateful and destructive or kindly and helpful. In either case, they can be dangerous, since those who pursue them, whatever their intention, often find themselves lost in a blizzard.

Yuki-on-nas are virtually never seen except in the midst of heavy snowfall. Evil yuki-on-nas take these opportunities to attack from hiding, while good ones are often seen dancing through the snow. They shun heated melee combat whatever their alignment, using their touch attack to capture their prey (or defend themselves).


YUKI-ON-NA

Medium fey (yokai), chaotic evil or chaotic good
Armor Class 16 (a winter’s gale)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 40 ft.
STR      DEX     CON     INT      WIS     CHA
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 18 (+4)
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t crystal
Damage Immunities cold, necrotic, poison
Senses darkvision 60 ft., passive Perception 11
Languages Languages she knew in life and Spirit Tongue
Challenge 4 (1,100 XP)

Innate Spellcasting. The yuki-on-na’s innate spellcasting ability is Charisma (spell save DC 14). The yuki-on-na can innately cast the following spells, requiring no material components:

Ethereal Sight. The yuki-on-na can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The yuki-on-na can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Magic Resistance. The yuki-on-na has advantage on saving throws against spells and other magical effects.

Paralysing Gaze. When a creature that can see the yuki-on-na’s eyes starts its turn within 30 feet of her, the yuki-on-na can force it to make a DC 14 Constitution saving throw if the yuki-on-na isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly paralysed. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrainedcreature must repeat the saving throw at the end of its next turn, becoming paralysed on a failure or ending the effect on a success. The paralyses lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the yuki-on-na until the start of its next turn, when it can avert its eyes again. If the creature looks at the yuki-on-na in the meantime, it must immediately make the save.

Yokai. As a spirit, yuki-on-na has advantage on saving throws against all enchantment effects except those of other yokai. Yokai can sense any passages to Gaki-do and the ethereal plane within one mile.

Actions

Cold Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) cold damage.

Etherealness. The yuki-on-na enters the Spirit Realm (Ethereal Plane) from Ningen-Do (Material Plane), or vice versa. She is visible on the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.

Lose the Way (1/Day). A yuki-on-na can touch a victim and cause it to be completely unable to find its way anywhere for the next 3d6 hours. The creature cannot use the Survival sill to avoid becoming lost. The character cannot even find its way out of a closet without assistance, though it is perfectly capable of following other characters.

 


Banner Credit: “Yuki Onna” by Haru Herlambang.