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Nezumi Shikigami

Nezumi Shikigami

Small ,
Armor Class: 12 + Dexterity modifier
Hit Points: (15 + Constitution modifier) x Chart modifier
Speed: 30 ft , climb: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Saving Throws: Dexterity +4, Wisdom +3
Skills: (+4) Stealth, (+3) Perception
Damage Resistances: Poison
Senses: Darkvision, advantage on perception checks that require smell
Languages: Japanese
Proficiency Bonus: +2

The Shikigami's spellsave DC equals the summoner's spellsave DC


Stats at Higher Levels

 

Strength____(____), Dexterity____(____), Constitution____(____), Intelligence____(____), Wisdom____(____), Charisma____(____)

  AC:   HP:   Speed:   Skills: (____) Stealth, (____) Perception   Saving Throws: (____) Dexterity, (____) Wisdom   Attack Modifier:    

Special Abilities

  Scorned Friend: The Nezumi is able to communicate with any mice or rats   Stealth Expertise: Nezumi has advantage on Dexterity (Stealth) checks.   Nimble Escape: Nezumi can take the Disengage or Hide action as a bonus action on each of its turns.   2nd-Level Summon: Gains the ability to climb walls and move stealthily on ceilings, +1 to Dexterity.   3rd-Level Summon: Shadowmeld - As a reaction, Nezumi can impose disadvantage on one attack roll against it per short rest.   4th-Level Summon: Gains an additional +2 to Dexterity, and Enhanced Escape - Can move through occupied spaces without provoking opportunity attacks.   5th-Level Summon: Unlocks Shadow Strike - Can make an attack that deals additional force damage when striking from stealth or invisibility. The damage starts at 2d6 force, and increases by 1d6 for each level above 5th.   6th-Level Summon: Greater Evasion - When subjected to an effect that allows a Dexterity saving throw for half damage, it takes no damage on a success and half on a failure.   7th-Level Summon: Gains +3 to Dexterity, Advanced Stealth - Can remain hidden in plain sight if lightly obscured.   8th-Level Summon: Ghostly Step - Once per long rest, can become incorporeal for up to 1 minute.   9th-Level Summon: Ultimate Shadow Form - Gains immunity to non-magical physical damage and can pass through solid objects.

Actions

Kunai. The Nezumi can make a ranged weapon attack by throwing its kunai. Attack Bonus: +X (scales with the Nezumi’s proficiency bonus and Dexterity modifier). Range: 20 feet (normal range)/60 feet (long range). Hit: The kunai deals 1d6 + Dexterity modifier piercing damage. For each level the Nezumi is summoned after 1st, the damage increases by 1d6, capping at 9d6 at 9th level summon.   Bonus Action Attack. Beginning at 5th-level summoning, the Nezumi gains the ability to make a second kunai attack as a bonus action once per turn. This bonus action attack deals damage based on the same scaling system.   Shadow Clone Technique (6th level). As an action, the Nezumi creates up to two shadow clones of itself. These clones are semi-real projections that mirror the Nezumi’s movements and have the following properties:

  • HP & AC: Each clone has 1 hit point and shares the same AC as the Nezumi.
  • Mimicry: Clones cannot deal damage but can perform actions like moving, hiding, or distracting enemies. Enemies that attack or target a clone must succeed on a Wisdom saving throw against your spell save DC or believe it to be the true Nezumi until the clone is destroyed.
  • Duration: Clones last for 1 minute, until dismissed, or until destroyed.
  • Recharge: This ability can be used once per long rest.

  • Bonus Actions

    Smoke Bomb (3rd level). As a bonus action, the Nezumi can create a cloud of thick smoke around itself, similar to the effects of the Misty Step spell but with additional thematic flair. The Nezumi teleports up to 30 feet to a location it can see and leaves behind a 20-foot-radius cloud of smoke that heavily obscures the area until the start of its next turn. Creatures inside the smoke are blinded unless they have a way to see through heavy obscurement. This ability can be used once per short or long rest.

    Reactions

    Substitution Jutsu (4th level). When the Nezumi is hit by an attack or targeted by a spell, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see, leaving behind an illusory duplicate of itself (such as a log or other small object) in its place. The attack or spell hits the substitute instead. This ability can be used once per short or long rest.

    Scorned by all, loved by none, the humble Nezumi is seen as vermin and filth by even other yokai. They are only able to survive and get by in the shadows and by cooperating with one another. They rely on thievery to survive, and constantly must move places as their antics are uncovered. Nezumi exist in the underbelly of Edo in Reikai where they scurry across filthy city streets picking pockets and using their small size to slip places they shouldn't be unnoticed.

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