Oriental Monsters

A Abaasy 7, Agharrma , Agta, Akaname, Ame-Onna (Storm Hag), Aoandon, Asura, Asura, Adhukait 7, Asura, Aghasura 11, Asura, Andhaka 15, Asura, Asurendra 20, Asura, Tripurasura 2, Asura, Upasunda 9, Aswang, Ayakashi 19, Azuki Arai 3,

B Badger , Bakekujira, Baku, Bajang, Basan, Bat, Bear Black, Bear Brown, Bebarlang, Bhuta, Boar, Buru

C Carp Giant, Cat, Celestial Elephant, Celestial Monkey,

D Demon Marilith , Demon Shikome, Dhole, Dire Ape, Dire Frog, Giant , Dire Tiger, Dragon Oriental, Dragon Eel, Dragon Horse, Dragon turtle, Deva,

E Elephant, Asian , Enenra,

F Fenghuang , Fiendish Monstrous Centipede, Fiendish Monstrous Spider, Fiendish Octopus, Fox, Funa-Yurei,

G Gaki, Garappa, Gargantua, Humanoid , Gargantua,Insectoid, Garuda, Gashadokuro, General of the Animal King, Ox, General of the Animal Kings, Tiger, Giant Hanzaki, Giant Preying Mantis,

H Hakutaku , Harionago, Heikegani, Hibagon, Hiderigami, Hyena, Hyosube,

J Jikininki, Jinmenju , Jorogumo, Jubokko, Juggernaut, ,

K Kaiju , Kaiju, Agyra, Kaiju, Bezravnis, Kaiju, Mogaru, Kamaitachi, Kami, Kami Binbogami, Kami Dorotabo, Kami, Jinushigami, Kami Jakotsubaba, Kami Kerakera-onna, Kami-kiri, Kami Kodama, Kami Shikigami, Kami, Toshigami, Kami, Zuishin, Kappa, KeukegenKiseichuu Yuurei, Kitsune, Koshi Serpent,


Image © @tohlee aka @hakifuru

[A double-header this time, as both a yokai and a bogey. Although there are claims of similar attacks occurring in the Edo period, the kuchisake-onna is a thoroughly modern monster, having been first recorded in the 1970s]

Taken from Creature Codex


This human woman would be staggeringly beautiful if not for her mouth: torn open at both edges with many, many sharp teeth.

Kuchisake-onna, or “slit-mouthed women”, are a physical manifestation of the human fear of strangers. They have no existence beyond killing, maiming and striking terror into communities, and seemingly appear out of nowhere when a city is in crisis. The modus operandi of a kuchisake-onna is typically to disguise themselves as a human, which is as easy as covering their hideous mouths with a mask or cloth, then asking random people if they are beautiful. Regardless whether the mark answers yes or no, mayhem and murder are likely to follow as the kuchisake-onna reveals her deformity and attacks with her teeth and wickedly sharp scissors. Some victims are slain outright—others are left with trademark wounds mimicking a kuchisake-onna’s mouth. The persecutions of harmless vagrants and recriminations within the community that follow these attacks are bread and butter to the malicious fey.

The origins of kuchisake-onna are mysterious—some claim that they were originally nymphs or other goodly fey corrupted by the encroachment of civilization, or the children of a bogeyman lord, or the spirits of murdered women reborn for revenge. Most kuchisake-onna are female, but male versions, or kuchisake-otoko, are not unheard of. These tend to be more common in areas where men, rather than women, lack personal autonomy and power, the better to strike victims with surprise. Oddly, even kuchisake-onna preying on non-human communities appear as humans—there they sow suspicion against outsiders rather than the strangers in one’s midst.

Despite their predatory cunning, kuchisake-onna are themselves somewhat weak-minded and gullible for fey—even children have been known to outwit a kuchisake-onna with a clever answer to her questions or with a ruse. Most kuchisake-onna are solitary, but they may work cooperatively in especially vulnerable cities or under the direction of a powerful evil fey.

Kuchisake-Onna               CR 6

XP 2,400

CE Medium fey
Init +5; Senses low-light vision, Perception +14

Aura frightful presence (30 ft., DC 19)


AC 17, touch 16, flat-footed 11 (+1 natural, +5 Dex, +1 dodge)

hp 60 (11d6+22)
Fort +5, Ref +12, Will +7

DR 5/cold iron; SR 17

Weakness mirror of humanity

Speed 40 ft.
Melee masterwork combat shears +13 (1d6+2/19-20×3), bite +7 (1d8+1) or bite +12 (1d8+2)

Special Attacks disfiguring strike, sneak attack +4d6


Base Atk +5; CMB +7; CMD 23

Str 15, Dex 20, Con 14, Int 15, Wis 11, Cha 18

Feats Combat Expertise, Deceitful, Dodge, Improved Feint, Nimble Moves, Weapon Finesse

Skills Acrobatics +19 (+21 when jumping)Bluff +22, Disguise +22, Escape Artist +19, Knowledge (local) +16, Perception +14, Sense Motive +6, Stealth +19; Racial Modifiers -8 Sense Motive

SQ mirror of humanity


Environment urban

Organization solitary, pair, pack (3-6) or nightmare (1-6 plus 1 bogeyman)

Treasure standard plus masterwork combat shears

Special Abilities

Disfiguring Strike (Ex) A kuchisake-onna deals a number of points of Charisma damage equal to her sneak attack dice when she deals sneak attack damage. A successful DC 17 Fortitude save reduces this to 1 point of Charisma damage. On a critical hit, the Charisma damage is drain instead. The save DC is Strength-based.

Mirror of Humanity (Ex) A kuchisake-onna takes no penalties for disguising herself as human and can use magic items as if she were a human. She is treated as both human and fey for the purposes of all spell effects and other abilities based on creature type, such as a ranger’s favored enemy bonus.

New Weapon—Combat Shears

Light melee exotic weapon; 10 gp; dmg 1d4 (Small)/ 1d6 (Medium); critical 19-20×3; damage slashing and piercing.

Kyton, Kyton
, Kyton




Image from the Hyakki Zukan by Sawaki Suushi. Accessed from Wikipedia here

[This is the first monster I’ve statted up using rules from Pathfinder’s Occult Adventures supplement. So, of course, I had to use material from one of the most complicated classes in that text. Hopefully I didn’t screw it up.

The ritual to create an inugami detailed here is a legitimate one, being the traditional black magic tradition to create a powerful familiar in Japanese occultism. It’s also really gruesome and cruel. So trigger warning if that’s something that makes you uncomfortable]

Taken from Creature Codex

If not for its elaborate robes and peaked cap, this creature would resemble an ordinary dog. Talismans, divination tools and other occult accouterments hang from cords along its body.

Although they are sometimes referred to as “familiar spirits”, inugami are far more powerful and esoteric creatures than a mere familiar. Created by a gruesome occult ritual, these undead dog-like creatures are capable assistants and repositories of arcane lore.

Inugami are loyal to their creator, and frequently are passed between generations of a family for decades or even centuries. Families that host an inugami have notably superior luck to their rivals, seeming to have preternatural knowledge of local affairs and business opportunity, and madness or ill fate besieging their enemies. Although an inugami typically serves its hosts, they do not obey a master who did not create them unquestioningly, and a cruel or ungrateful master may be abandoned or murdered by the undead.

An inugami is the size of a mid-sized dog, but it is naturally headless. The head of the animal it was created from remains in a specially desecrated shrine devoted to keeping the inugami intact—the inugami’s head is an ectoplasmic construct projected from within the creature. This ectoplasmic head can extend from its shoulders on a tether, giving it frightening reach with its bite attack. An inugami cannot change its shape, but frequently uses illusions to appear as a normal dog, a child or halfling, or even a werewolf-like creature depending on the needs of its mission.

Creating an Inugami

In order to create an inugami, a dog must first be buried up to its neck in full sight of food and water. Just before the dog starves, it must be decapitated and its head buried at the crossroads for no less than a full month. The head is then dug up, lacquered and baked and enshrined in a secret place within the home. These elaborate steps can be averted with a create undead spell at caster level 17th, but the caster must be capable of casting psychic spells or have the Psychic Sensitivity feat.

Inugami CR 8

XP 4,800

NE Small undead
Init +5; Senses darkvision 60 ft., low-light vision, Perception +17, scent

AC 22, touch 18, flat-footed 17 (+1 size, +5 Dex, +4 natural, +3 insight)
hp 85 (10d8+40); fast healing 3
Fort +9, Ref +10, Will +12
Defensive Abilities fated, rejuvenation

Speed 40 ft.
Melee bite +12 (1d4+1 plus shadow bite)
Space 5ft.; Reach 5 ft. (10 ft. with bite)
Special Abilities dog-ridden
Abjuration (amulet, 4 points)—Resonant warding talisman (+2)
Divination (planchette, 3 points)—Resonant third eye (+1, low-light vision)
Enchantment (crown, 2 points)—Resonant glorious presence (+1)
Necromancy (robe, 1 points)—Resonant necromantic focus (+2 HD)
Occultist Spells Known CL 7th, concentration +10 (+14 casting defensively)

3rd (2/day)—bestow curse (DC 16), clairaudience/clairvoyancedispel magicsuggestion (DC 17)

2nd (4/day)—analyze aura*, false lifeinflict pain (DC 16), resist energy

1st (5/day)—charm person (DC 15), comprehend languagesinflict light wounds (DC 14), shield

0th—daze (DC 14), detect magicresistancetouch of fatigue (DC 13)
Spell-like Abilities CL 10th, concentration +14 (+18 casting defensively)

At will—veil (DC 22, self only)

1/day—animate deadgaseous formgreater possession* (DC 22)

1/week—contact other plane

*see Pathfinder Roleplaying Game Occult Adventures

Str 13, Dex 20, Con -, Int 16, Wis 17, Cha 18
Base Atk +7; CMB +7; CMD 25
Feats Combat Casting, Combat Reflexes, Deceitful, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +19, Disguise +22, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +17, Sense Motive +16, Stealth +22
Languages Abyssal, Common, Infernal

Environment urban
Organization solitary
Treasure standard

Special Abilities
Dog-ridden (Su) A creature affected by the greater possession spell-like ability of an inugami takes 1d4 points of Wisdom damage every hour it remains possessed. If a dog-ridden creature is reduced to 0 Wisdom, it gains a random insanity (see Pathfinder Roleplaying Game Gamemastery Guide)
Fated (Su) An inugami gains an insight bonus to AC and to CMD equal to its Wisdom modifier.
Rejuvenation (Su) A inugami is not permanently destroyed in combat—it reforms within its shrine within 2d4 days. The only way to permanently destroy an inugami is to destroy its shrine. Such objects typically have hardness 5 and 10 hp. An inugami is not destroyed if its shrine is destroyed, but it can no longer rejuvenate.
Shadow Bite (Su) The bite attack of an inugami deals an extra 5d6 points of force damage. In addition, any creature bitten by an inugami must succeed a DC 19 Fortitude save or take 1d4 Str damage. The save DC is Charisma based. This is a negative energy and force effect.
Spells An inugami casts spells as a 7th level occultist. It gains implements as an occultist of its caster level and can use the resonant powers of the implements it chooses, but gains no focus powers or other occultist class abilities.



Image by Shigeru Mizuki

[In looking up this entry from my original posting, I discovered that I’d been accidentally referring to legendary yokaiologist and manga-ka Shigeru Mizuki as “ Migeru Shizuki”. Whoops.

Incidentally, this is the second cloth monster posted in a week, of a different type than the first. I’ve also got one kicking around my hard drive as an elemental, believe it or not.]

Taken from Creature Codex

Writhing through the air like an immense serpent, this length of cloth bears a leering impression of a human face at its end.

Ittan-momen are among the most dangerous of the tsukumogami, for they approach humanoids with malice rather than mischief. Created from bolts of fabric that remained unused due to tragedy and loss, ittan-momen take their bitterness on the world out on randomly selected victims. Although most ittan-momen lurk in the ruins of abandoned houses and shops, they will leave their haunts in order to fly through the streets in order to prey on passers-by. Ittan-momen do not cooperate with each other, but tailor shops or mansions may be host to a number of these murderous entities.

In combat, ittan-momen use their mobility and flight to harass and debilitate their opponents. Ittan-momen are so long and flexible that they can strangle and constrict one foe while simultaneously lashing out at potential rescuers. An ittan-momen measures thirty feet long and weighs about half a ton.

Variant Ittan-momen

Most ittan-momen are made from bolts of linen cloth, but some fabrics grant their ittan-momen additional abilities. Silken ittan-momen have the advanced simple template, lose their fire vulnerability and fly with good maneuverability. Wool ittan-momen fly with poor maneuverability, but creatures constricted by a woolen ittan-momen must succeed on a DC 17 Fortitude save or be sickened for 1 minute by itching.

Ittan-Momen CR 7

XP 3,200

CE Large construct (tsukumogami)
Init +4; Senses darkvision 60 ft., Perception +0

AC 17, touch 17, flat-footed 13 (-1 size, +4 Dexterity, +1 dodge, +3 deflection)
hp 106 (9d10+57)
Fort +3, Ref +9, Will +3
DR 10/slashing and magic
Defensive Abilities haunted, soul-powered; Immune construct traits; Vulnerable fire

Speed 30 ft., fly 40 ft. (average)
Melee slam +13 (3d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Abilities constrict 3d6+7, swift grapple, strangle

Str 20, Dex 18, Con —, Int 3, Wis 11, Cha 16
Base Atk +9; CMB +15 (+19 grapple); CMD 29
Feats Dodge, Flyby Attack, Hover, Lightning Reflexes, Mobility
Skills Fly +12
Languages Common (cannot speak)
SQ improved compression

Environment urban
Organization solitary, pair or cluster (3-8)
Treasure incidental

Special Abilities
Improved Compression (Ex) An ittan-momen can move through an area equal in size to one eighth its space without squeezing, or one sixteenth its space when squeezing.
Swift Grapple (Ex) An ittan-momen can maintain a grapple as a swift action once per round, allowing it to attack opponents while grappling.




“Greater Hooked Eel” © deviantArt user AcidicArt. Accessed at her deviantArt page here

[A few weeks ago, I finally read Bernard Heuvelmans’ On the Track of Unknown Animals, one of the foundational texts of cryptozoology. I was immediately struck by how racist it was. The entire book consists of Heuvelmans arguing that since “primitive people have a lack of imagination”, that various folkloric entities must be based on real creatures. But any supernatural or otherwise clearly folkloric elements must be the imagination of the people who told the stories, so he has to explain them away. Yes, the hypocrisy is that blatant.

Which is a long introduction to the idea that the lau is a Sudanese tentacled dragon-snake that kills whoever it looks at, but clearly it’s really an electric catfish if you let Heuvelmans whitesplain it to you. This version takes inspiration from both the decidedly folkloric and pseudoscientific versions of the story.]

Taken from Creature Codex


An immense creature hauls itself from the water, resembling a cross between an eel and a dragon. A mane of tentacles grows from its head and neck. Stubby, hooked appendages grow along the length of its body.

A lau is an immense and aberrant predator native to the most remote marshes and underground lakes. These beasts prefer freshwater, but may occasionally be seen in brackish estuaries or salt marshes. Laus are carnivores with unusually delicate digestion—they can only process meat that is thoroughly decomposed. A lau’s gaze imposes this condition, rotting flesh away in seconds into a foul suppurating mass—a lau that kills a victim without its gaze having an effect will stash the carcass for extended periods of time in order to achieve the same effect. Laus are frequently wasteful hunters—using their gaze to sicken and blight entire herds of livestock or villages of people and only taking a few bodies for food.

As lau have no immunity to their own gaze attack, they are solitary and reclusive creatures that come together only to mate—such events are fraught with challenge, as the two enormous beasts court while averting their gaze. This strange sight has led to rumors that eye contact with anyone or anything will kill or wound a lau. This rumor has led to the deaths of many brave and foolhardy souls.

The origins of laus are unknown, but their magical physiology and weird powers suggest that they are not natural creatures. Some sages hypothesize that they are the creations of daemons, as they spread famine and death wherever they go. The average lau is twenty-five feet long and as thick as a man’s torso, but rumors of laus twice as long and as thick as a house are not unheard of.

Lau         CR 14

XP 38,400
NE Huge aberration (aquatic)

Init +7; Senses blindsense 60 ft., darkvision 60 ft., Perception +23, scent


AC 28, touch 13, flat-footed 23 (-2 size, +5 Dex, +15 natural)

hp 195 (17d8+119), fast healing 5

Fort +15, Ref +12, Will +13

Immune curses, disease, poison; Resist electricity 20


Speed 30 ft., swim 80 ft., burrow 20 ft.

Melee bite +21 (4d6+11 plus dispelling and grab/19-20×2) and 4 tentacles +19 (1d6+5 plus 2d6 electricity plus stagger)

Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+16), rake (4 claws +21, 1d8+11), rotting gaze


Str 33, Dex 21, Con 25, Int 8, Wis 16, Cha 20
Base Atk +12; CMB +25 (+29 grapple); CMD 45 (51 vs. trip)
Feats Blind-fight, Combat Reflexes, Defensive Combat Training,Great Fortitude, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack

Skills Intimidate +15, Perception +23, Stealth +17, Survival +16, Swim +19
Languages Aquan

SQ amphibious


Environment warm and temperate marshes and underground

Organization solitary or pair

Treasure standard

Special Abilities

Dispelling Bite (Su) On a successful bite attack, a lau can attempt to dispel magical effects on its target, acting as a greater dispel magic spell (CL 17th).

Rotting Gaze (Su) 1d6 Con drain, 30 ft., Fortitude DC 23 negates. The save DC is Charisma based.

Stagger (Ex) A creature that takes electricity damage from a lau’s tentacles must succeed a DC 25 Fortitude save or be staggered for 1d3 rounds. Multiple hits extend the duration. The save DC is Constitution based.

Leopard, Lion, Lizard, Lizard
, Lycanthrope


Mambabarang, Mananggal, Manggus, Men-shen, Mikoshi, Monkey, Monstrous
, Monstrous
, Monstrous
, Marut, Mayura,


Naga, Namazu, Nang
, Neglected
Ancestral Spirit
, Nekomata, Ningyo,


[The nittaewo from Sri Lanka is another creature that Heuvelmans tried hard to strip the more folkloric elements from in order to claim it was a real organism. If you’re looking to add a Heuvelmans-esque australopithecine to your games, use the orang-pendak. If you want an awful little monkey-man, use this.]

Taken from Creature Codex


This small humanoid is covered in reddish fur and holds its long arms above its head. It screeches at you, bearing oversized talons.

The nittaewo are dwarfish creatures that combine features of man and apes, particularly gibbons. Although many of these ape-men, such as yeti and sasquatch, are peaceable and retiring, nittaewo are violent carnivores with a taste for intelligent, terrified meat. They are highly sociable creatures in their own way, living in large colonies led by the strongest and most cunning of their ilk. These elite nittaewo are usually clerics, commanding respect through their mastery of sinister magic and worshiping evil gods or demon lords.

Nittaewo have little material culture to speak of—they have mastered fire, which they use to light caves, cook meat and commit arson attacks. They do not use weapons, preferring their disproportionately huge talons, but covet armor and seek it out through raiding when possible. Their tribes live in scattered shelters made in trees, cliffs and caves. They will, however, steal the dwellings of other peoples if possible. Nittaewo attacks are typically conducted in numbers—gangs of nittaewo will first stalk prey silently, and then descend as a shrieking horde.

A nittaewo stands about three feet tall, with arms nearly that long, and weighs about 100 pounds. Male and female nittaewo do not differ dramatically in appearance, like their gibbon forbears.

Nittaewo              CR ½

XP 200

CE Small monstrous humanoid
Init +2; Senses low-light vision, Perception +5


AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)

hp 6 (1d10+1)
Fort +1, Ref +4, Will +3


Speed 30 ft., climb 30 ft.

Melee 2 claws +2 (1d6)
Special Attacks gang up, shrieking rend


Str 11, Dex 15, Con 12, Int 8, Wis 13, Cha 10

Base Atk +1; CMB +0; CMD 12

Feats Skill Focus (Intimidate)

Skills Climb +8, Intimidate +7, Perception +5, Stealth +10
Languages Sasquatch

SQ fearsome mien


Environment warm forest and hills

Organization solitary, pair, band (3-6 plus 1 1st-3rd level barbarian) or tribe (12-48 plus 1 1st-3rd level barbarian per 6 individuals and 1 3rd-5th level cleric)

Treasure standard

Special Abilities

Fearsome Mien (Ex) A nittaewo does not suffer a penalty to intimidate creatures larger than it.

Gang Up (Ex) A nittaewo gains a +2 morale bonus on attack and damage rolls if it is attacking an opponent adjacent to another nittaewo.

Shrieking Rend (Ex) A nittaewo that hits a foe with both claw attacks may make an Intimidate check to demoralize its opponent as a free action.

Noppera-bo, Nozuchi, Nue, Nuppeppo, Nure-onna, Nuri-botoke, Nurikabe, Nurihyon,


Oni, Oni,Ama-no-jaku, Oni-Bi, Oni,Earth Yai, Oni,Fire Yai, Oni,Hitotsu, Oni,
Ice Yai
, Oni,Kijo, Oni,
, OniMage, Oni,
, Oni, Sazae-oni, Oni,
Spirit Oni
, Oni,
Void Yai
, Oni, Ushi-Oni, , Oni,
Water Yai
, Oni,
Yamabushi Tengu
, Okubi, Orangutan, Oseichu
, Otter,


Panda, Penanggalen
(Human Witch 5)
, Phoenix, Porcelain
, Psychopomp,


Qilin *~(New)


Raiju, Rakshasa, Rakshasa,
, Rakshasa,
, Rakshasa
, Rakshasa,
, Rakshasa,
, Rakshasa,
, Rat, Ratfolk, Rokurokubi,


Sagari , Samebito, Samsaran, Satori, Sha
, Shinigami, Shi-Shi, Tsukumogami Shogoro , Shojo, Siyokoy, Snake
, Snake
Giant constrictor
, Snake
, Suiko, Sun
Wukong (Monkey King)
, Swarm
, Swarm, Centipede, Swarm
, Swarm
, Swarm
, Swarm Mosquito, Swarm
, Swarm,
, Swarm
Sikari Macaque
, Swarm
, Swarm
Snake , Venemous


Tanuki , Taotieh, Teke


This wrinkled, pale humanoid has a hairless, eyeless head, quivering nostril slits, and an unsettlingly wide mouth lined with rows of sharp fangs. Its eyes glare freakishly from the palms of its clawed hands.

Tenome CR 4

Source Pathfinder #99: Dance of the Damned pg. 90
XP 1,200

NE Medium monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +9


AC 17, touch 13, flat-footed 14 (+2 Dexterity, +1 dodge, +4 natural)
hp 39 (6d10+6)
Fort +3, Ref +7, Will +7
Weaknesses obscuring grapple


Speed 30 ft.; burst of speed
Melee bite +8 (1d6+2), 2 claws +8 (1d4+2 plus grab)
Special Attacks bone drink, terrifying gaze


Strength 14, Dexterity 15, Constitution 13, Intelligence 10, Wisdom 11, Charisma 12
Base Atk +6; CMB +8 (+12 grapple); CMD 21
Feats Dodge, Improved Initiative, Iron Will
Skills Intimidate +10, Perception +9, Stealth +11, Survival +9
Languages Common


Environment any urban
Organization solitary, pair, or scourge (3–5)
Treasure standard

Special Abilities

Bone Drink (Su) If a tenome establishes or maintains a pin, it attaches its mouth to the victim and uses a sonic attack that liquefies the victim’s bones, allowing the monster to drink them through flesh and skin. This deals 1d3 points of Constitution damage to the victim. A creature damaged in this way must succeed at a DC 14 Fortitude saving throw or be fatigued by the pain, or exhausted if already fatigued, or rendered unconscious for 1 minute if already exhausted. A tenome recovers 5 hit points each round it drinks liquefied bone (it cannot heal more than its maximum hit points). A creature reduced to a Constitution score of 0 in this way dies, its skeleton liquefied. This is a sonic effect. The save DC is Constitution-based.

Burst of Speed (Ex) A tenome can move twice its base speed once every 1d4 rounds.

Obscuring Grapple (Ex) While a tenome is grappling a creature, all other opponents gain total concealment against the tenome.

Terrifying Gaze (Su) A tenome can gaze at one opponent within 30 feet by presenting one of its eyes (a standard action) or both of its eyes (a full-round action). An opponent that fails a DC 14 Will saving throw is frightened if it is the target of a single eye’s gaze, or paralyzed if it is the target of both eyes’ gazes. These conditions last for 1d3 rounds. A tenome can use its gaze attack only actively; opponents do not need to attempt saving throws at the beginning of their turns if they meet the tenome’s gaze. Once a creature succeeds at its save against this ability, it is immune to that tenome’s terrifying gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Tenomes are hideous predators that stalk the fringes of civilization, ambushing travelers and invading the rural homes of families to feast on their bones. They typically try to get close to their victims before attacking, hiding the monstrous elements of their appearance with hooded cloaks or voluminous robes, or by lying in wait along darkened trails. By revealing the unblinking stares of their angry eyes, one in the palm of each clawed hand, tenomes can paralyze a victim with fear or cause enemies to flee. Once they advance, they pin their victims and initiate the terrible vibrations that allow them to drink creatures’ bones. Because of the location of their eyes, however, tenomes that are grappling are practically blind against other opponents. They avoid attacking groups that heavily outnumber them, preferring to patiently track and strike when they can take victims one at a time.

A typical tenome stands between 5 and 6 feet tall and weighs around 150 pounds.


While tenomes can sustain themselves on meat, including carrion, their constant hunger for living creatures’ bones drives them to frequently hunt at the edges of settlements, where they prey on docile livestock and the people who care for them. The liquefied skeleton of a large farm animal or its farmer can sustain a tenome for weeks at a time. When living victims are scarce, tenomes make do with skeletal remains, digging up graves if necessary. Careful to avoid notice, tenomes prey upon the same site repeatedly only if they are extremely hungry.

Folktales in the Minkai Empire suggest that tenomes originated as a supernatural punishment for a community that did not adequately care for its elderly and disabled. Specifically, long ago, an old, blind widower lived alone for years, without comfort or help from other families in his village. From time to time, he became confused and wandered through the streets and farmlands at night. Instead of showing compassion, the farmers cursed the old man for worrying their livestock and openly wished he would die soon and relieve them of their burden.

One night, a group of local youths heard the alarmed bleats of sheep and found the man in a nearby field. Bored and lacking empathy, they assaulted him, pushing him from attacker to attacker and raining fists and kicks upon him from all directions. The old man begged them to stop, but the thugs only laughed, ripped his clothes away, and tripped him whenever he tried to escape. Beaten and bloody, bewildered and frustrated, the old man began trembling and shaking as an inhuman rage grew within him. With screams that caused his assailants to step back in horror, the blind old man tore out his own eyes and crushed them with his own hands, damning them for their uselessness. Overcome with revulsion, the youths quickly gathered rocks from a farm wall and stoned the man to death, smashing his bones to splinters before hiding the body. The next morning, when they returned to the scene of their crime, the body was gone and so too, they assumed, was their problem. But when the boneless bodies of the youths and their families began to turn up during the following days, the villagers learned that their problem had only just begun.

Thus, the tale claims, was the first tenome created. The resulting devastation was, scholars believe, the source of all tenomes that came after, for legend holds that if the monster plucks the eyes from a humanoid victim and places them in the victim’s hands, the corpse may transform into a new tenome on the next nightfall.

Habitat and Society

Tenomes lair where the edges of society and wilderness meet, typically in the caves and burrows of wild animals they have slain, and whose skins and furs they wear in colder climes.

Tenomes are nocturnal creatures, and they travel miles from their lairs under cover of night to terrorize rural communities. They typically rotate their hunting grounds and try to cover their tracks when farmers take action to defend their lands or when they organize in order to locate the tenomes’ lairs. Fearing discovery, tenomes tend to keep to themselves. They associate only with others of their kind, and even then, gather only in small groups that rarely exceed four or five. In these bands, one serves as the leader, assigning roles to the others, such as lookout, scout, and defender.

If too many communities in an area become well defended and sources of food become difficult to access, tenomes migrate to a better habitat, usually finding a lair near the next cluster of towns down the road. They can also bury themselves in the earth and enter a state of hibernation, shutting down their bodily functions for months at a time, showing only the barest flicker of life. Knowing the superstitions that people hold about disturbing the dead, tenomes commonly use actual graves for this purpose. Indeed, sightings of ravenous tenomes, roused from their slumbers and clawing their way out of the ground, have contributed to the erroneous belief that these creatures are undead.

Tengu , Terra-cotta Archer, Terra-cotta Horseman, Terra-cotta Soldier, Todomeki, Tesso, Tigbalan, ,Titanoboa,Giant (Bashe), Tsuchigumo, , Tiangou, Tiger, Toad Spined, Tsuchinoko, Tsukumogami , Tsukumogami Bake-Zori, Tsukumogami, Biwa-bokuboku, Tsukumogami, Chōchin-obake, Tsukumogami Eri-tate-goromo Tsukumogami, Ittan-Momen , Tsukumogami Kasa-obake,

Tsukumogami Minowaraji

Image  ©  by Traci Shepard, from the Critter Compendium

Taken from Creature Codex

A straw coat picks itself up, shaping into a shroud for an invisible humanoid figure. Its arms and legs are composed of leather and cloth straps, and luminous eyes glow from beneath its hood.

Although most tsukumogami congregate in urban areas, befitting their status as abandoned items given life and sapience, there are some that are more common in rural habitats. The minowaraji is one of these—these creatures form from abandoned raincoats and are thus common to decrepit farms and other places where the poor labor exposed to the elements. Minowaraji seem imbued with a desire to conduct labor, and thus mime chores and tasks in their domains. Left to their own devices, they may stack stones to build endless walls, chop wood until an entire forest is felled or sow and plant weeds in lieu of crops.

Despite their spooky appearances, minowaraji are generally harmless, and may even be useful to laborers as able assistants. They will fight to defend themselves, especially if someone tries to interrupt their work. Their own limbs are incapable of inflicting any injury worse than a weak slap, but they are adept at using farm implements as makeshift polearms. A minowaraji stands about three feet tall and weighs only fifteen pounds.

Minowaraji CR ½

XP 200

N Small construct (tsukumogami)
Init +5; Senses darkvision 60 ft., Perception +0

AC 12, flat-footed 11, touch 11 (+1 size, +1 Dex)
hp 13 (2d10+2)
Fort +0, Ref +1, Will +0
Defensive Abilities soul powered
Weakness fragile, haunted, vulnerable to fire

Speed 30 ft.
Melee pitchfork +3 (1d6-1)

Str 9, Dex 13, Con -, Int 6, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 11
Feats Catch Off Guard (B), Improved Initiative
Skills Profession (farmer) +2
Languages Common (cannot speak)
SQ memory of labor

Environment temperate plains or urban
Organization solitary, pair or wardrobe (3-12)
Treasure incidental

Special Abilities
Fragile (Ex) Unlike other constructs, a minowaraji does not gain bonus hit points based on its size.
Memory of Labor (Ex) A minowaraji can use tools and weapons as if it were one size category larger than it actually is. In addition, its carrying capacity is doubled.



Umibo-zu , Umibozu


, Vanara, Vargouille, Varuka, Vetala, Vishkanya, Water



“Sketch of Bat Harpy”  © Johanna André, accessed at her deviantArt page here

[Man, Philippine mythology has a lot of winged vampire creatures. As opposed to the manananggal, which is in PFRPG, I wanted to make the wakwak a harpy-like monster as opposed to another undead.]


This hideous creature has the head of a leering old woman growing from the body of a great furry bat. Its legs are tipped with sharp claws and a long tongue whips from between its slavering jaws. Its wings have a razor-sharp edge, stained brown with dried blood.

Wakwaks are horrific vampiric beasts native to jungles. Unlike many such blood-drinkers, wakwaks are vicious fighters and are as likely to outright kill a victim as they are to leave them drained but alive. Although wakwaks can suck the blood from victims delicately, they are every bit as eager to lick up the leavings of a gore-soaked corpse. Their favorite food is a still-beating humanoid heart, and such victuals give these creatures an unnatural vitality.

Male wakwaks do exist, although they are very rare; about ten females exist for every male. Mating rights are the subject of brutal fights between females that often leave multiple wakwaks dead. Wakwaks are poor parents, leaving their children on their own shortly after birth. Even baby wakwaks have shapeshifting powers, however, and juveniles typically live out their lives disguised as bats until they are strong enough to tackle large prey.

A wakwak stands about three feet tall and weighs 40 pounds. Their wingspan stretches out to ten feet. They are clumsy on the ground, scrabbling on their wings and feet like a bat, but are very maneuverable in the air. Nocturnal, they typically sleep in high trees during the day while transformed into a bat.

Wakwak              CR 5

XP 1,600

CE Medium magical beast

Init +4; Senses darkvision 60 ft., Perception +6, scent

AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)

hp 51 (6d10+18)

Fort +8, Ref +9, Will +3; evasion


Speed 20 ft., fly 40 ft. (good)
Melee bite +8 (1d4+2 plus grab), 2 claws +8 (1d6+2), 2 wings +6 (1d6+1 plus bleed)

Special Attacks bleed (1d6), blood drain (1d3 Con), eat heart, grab


Str 15, Dex 18, Con 16, Int 7, Wis 13, Cha 14

Base Atk +6; CMB +8 (+12 grapple); CMD 23

Feats Dodge, Hover, Multiattack

Skills Fly +12, Perception +6, Stealth +9

Languages Common

SQ change shape (fruit bat (as hawk) or dire bat, beast shape II),soundwarp

Environment warm forests

Organization solitary, pair or flock (3-6)

Treasure incidental

Special Abilities
Eat Heart (Su) A wakwak can eat the heart of a foe that it slays with a coup de grace effect. If it does so, it gains the benefits of a false life spell (CL 6th) and gains a +2 enhancement bonus to Strength and Dexterity that lasts for 10 minutes.

Soundwarp (Su) The distance penalties for Perception checks used to detect a wakwak are reversed within 100 feet. Thus, a creature 100 feet away from a wakwak may make Perception checks against it at no penalty, but a creature 10 feet or closer to a wakwak take a -10 penalty on their Perception checks.

Wolf, Wani, Wayang,


Yaksha, Yakshini, Yama-jijii, Yaoguai, Yeti, Yuki-Onna,


Bajie (Pigsy)