Yuki-Onna | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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homebrew by Team Brievary

Yuki-Onna CR: 10 (5,900 XP)

Medium undead (yokai), lawful evil
Armor Class: 16 (Natural Armor)
Hit Points: 128 15d8+60
Speed: 0 ft , can hover

STR

18 +4

DEX

18 +4

CON

18 +4

INT

17 +3

WIS

13 +1

CHA

18 +4

Saving Throws: Dex +9, Wis +7, Cha +9
Skills: Perception +7, Persuasion +9, Stealth +9
Damage Vulnerabilities: fire
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold
Senses: darkvision 120 ft., passive Perception 17
Languages: Common, Elvish, Sylvan
Challenge Rating: 10 (5,900 XP)

Innate Spellcasting. The yuki-onna’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The yuki-onna can innately cast the following spells, requiring no material components:

At will: fog cloud, gust of wind, ray of frost

1/day: cone of cold, control weather, ice storm

3/day: misty step, sleet storm, wind wall


Shapechanger. The yuki-onna can use its action to polymorph into a Medium cloud of mist or snow, or back into its true form.   While in mist form, the yuki-onna can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.   Legendary Resistance (3/Day). If the yuki-onna fails a saving throw, it can choose to succeed instead.   Magic Resistance. The yuki-onna has advantage on saving throws against spells and other magical effects.   Misty Escape. When it drops to 0 hit points outside its resting place, the yuki-onna transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, and it gains 50 temporary hit points.   While it has 0 hit points in mist form, it can't revert to its yuki-onna form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its yuki-onna form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.   Yuki-Onna Weaknesses. The yuki-onna has the following flaw:   Forbiddance. The yuki-onna can't enter a residence without an invitation from one of the occupants.   Youth Rites. The yuki-onna can't harm humanoid creatures that have not reached adulthood.

Actions

Multiattack (Yuki-Onna Form only). The yuki-onna makes two attacks, one of which can be paralyzing touch.   Unarmed Strike (Yuki-Onna Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 1d8+4 bludgeoning damage.   Paralyzing Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 2d6+4 cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of it's turns.   Charm. The yuki-onna targets one humanoid it can see within 30 feet of it. If the target can see the yuki-onna, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the yuki-onna. The charmed target regards the yuki-onna as a trusted friend to be heeded and protected. Although the target isn't under the yuki-onna's control, it takes the yuki-onna's requests or actions in the most favorable way it can, and it is a willing target for the yuki-onna's draining kiss.   Each time the yuki-onna or the yuki-onna's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the yuki-onna is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

The yuki-onna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yuki-onna regains spent legendary actions at the start of its turn.   Move. The yuki-onna moves up to its speed without provoking opportunity attacks.   Unarmed Strike. The yuki-onna makes one unarmed strike.   Draining Kiss (Costs 2 Actions). The yuki-onna kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 20 3d10+4 cold damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Lair Actions

On initiative count 20 (loosing initiative ties), and while fighting within their l;air, a yuki-onna can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:  

  • Icy wind and stinging snow swirls around the yuki-onna. All creatures that are not immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 10 feet of the yuki-onna. This effect lasts until initiative count 20 on the following round.
  • The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the yuki-onna's foes. Attack rolls against the yuki-onna and her allies within the lair have disadvantage until initiative count 20 on the following round.
  • A wall of dense snow springs into existence within 120 feet of the yuki-onna. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 4d8 cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the yuki-onna uses this action again, or she dies.

A Yuki-Onna's Lair

Yuki-onna settle within territories of vast snow, setting up a home within a sheltered region, such as an icy cave, or abandoned hunter shack. During the daytime and most nights without snowfall, a yuki-onna will wait and rest within their lair's, often entertaining random guests who pass by in an attempt to trick them into their deaths.

Regional Effects

The region containing a yuki-onna's lair is warped by their magic, creating one or more of the following effects:  

  • Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.
  • The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.
  • Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.
  If the yuki-onna dies, these effects fade over the course of 1d10 days.


Created by

Nicholas Hoar.

Statblock Type

Monster

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