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Beschreibung

Komainu

With the agility of a hunting hound and the ferocious maw of a lion, these stone-skinned yokai are the dormant guardians of shrines and holy places. If a long-abandoned temple hasn't yet been plundered of its treasure, these ever-vigilant protectors are the likely explanation; should a would-be thief defile a site guarded by komainu, the petrified statues spring to life, their spectral manes igniting with a rumble that rings deep into the ancient stones of the temple. Screams of pain usually follow.

Artisanal Guardians

In the folktales of many races, komainu have simply "always been"—where a shrine exists, komainu are there to guard it. Celestial yokai spirits, attracted to areas of intense devotion, find a home in these painstakingly carved statues. Channelling the magic of the yokai soul they house, these stoic Fey elicit a variety of magical effects based on the material from which they are crafted. Though typically made of stone or jade, some mighty komainu—those who keep watch over treasure beyond imagination—are purported to be cast from precious metals like adamantine and gold.

The Beginning and the End

Komainu are commonly found in pairs, with each creature's maw displaying one of two syllables: "Un" or "Ah". These sounds represent the beginning and end of all things, respectively. Komainu displaying a snarling, closed-mouthed "Un" might manifest powers of healing, growth, and light, while those showing a roaring, open-mouthed "Ah" can unleash devastating waves of necrotic energy or banish interlopers to a distant plane of existence.

Merkmale

Radiant Mane

Any creature grappling the komainu takes 9 (2d8) radiant damage at the start of the komainu's turn. The komainu's weapon attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

Statue Form

While the komainu's Radiant Mane is not active (see Fortification of Jade) and it remains motionless, it is indistinguishable from an ordinary statue and it has advantage on initiative rolls. Moreover, if a creature hasn't observed the komainu move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the komainu isn't an object.

Aktionen

Multiattack

The komainu makes one Claw attack and one Divine Orb attack.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) radiant damage, and the target is grappled (escape DC 14). Until this grapple ends, the komainu can't use its Bite on another target.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Divine Orb

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 17 (4d6) radiant damage.

Manifestation (Recharge 6)

The komainu manifests the following effect corresponding to its form.

  • Dawnbringer (Un Form).
  • Banishment (Ah Form).

Bonusaktionen

Beginning and End

The komainu switches between its Ah and Un forms.

Fortification of Jade

The komainu's spirit retreats back into its body. It loses its Radiant Mane trait, can't use or recharge its Manifestation action, has its speed reduced by 10 feet, gains resistance to all damage dealt by spells, and has advantage on saving throws against spells and other magical effects. This effect lasts until the komainu ends it as a bonus action, reigniting its Radiant Mane.