TEXT:  
   
   
   
   
   
  Shinobi & Samurai 
  忍びと侍 
   
  
   
   
   
   
   
  Shinobi & Samurai 
  忍びと侍 
   
  by Leonaru 
   
   
   
   
  Version 1.1 
  Copyright © 2014 Leonaru
  
   
   
  
   
  1 
  Table of Contents 
   
   
   
  Table of Contents.................................................................................................. 1 
  Introduction ........................................................................................................... 2 
  The Basics ............................................................................................................. 3 
  The Classes .......................................................................................................... 4 
  Equipment ............................................................................................................ 13 
  The Game ............................................................................................................ 18 
  Magic ................................................................................................................... 22 
  Bestiary................................................................................................................ 28 
  Treasure ............................................................................................................... 70 
  Index of Tables .................................................................................................... 76 
  Index .................................................................................................................... 77 
  Open Game License .......................................................................................... 81 
   
  
  Shinobi & Samurai 
  2 
  Introduction 
   
  SHINOBI & SAMURAI is an old-school fantasy roleplaying game. The rules are very short 
  compared to the tomes required to play many recent (and also many older) roleplaying games, 
  but contain everything necessary to run a fantasy campaign. This small rule set is a powerful tool, 
  as it allows players and game masters to improvise things on the fly, quickly modify rules when 
  the situation demands it and ad new aspects with little effort. All of this is not only possible but 
  in fact encouraged.  
   
  This is not a game for traditional Western fantasy campaigns. SHINOBI & SAMURAI is designed 
  for campaigns in an Oriental setting with honourable samurai and agile ninjas. It is in no way an 
  accurate historical game. Magic exists, and so do malicious oni, mighty dragons, evil spirits and 
  heroes ready to face them. 
   
  So, are you ready? 
   
   
  
  The Basics 
  3 
  The Basics 
   
  Getting Started 
  All ones needs to play SHINOBI & SAMURAI is 
  this rule book, a game master, a group of 
  players, a set of dice, some paper, some pens 
  and this book. The dice needed are a d4, d6, 
  d8, d10, d12, d20 and d100. Some dice are 
  needed more often than others, but it is 
  recommended that each player has at least one 
  set to keep the game flow steady. 
   
  Players & Game Master 
  Each player controls a playable character 
  defined by a class describing his profession and 
  by style the player uses to play him. Apart 
  from the players, there is also the game master 
  who runs the game world: He controls non-
  player characters, monsters for the players to 
  fight and sets up the whole adventure. The 
  game master is ultimately the ones who makes 
  the decisions and can decide if and in what 
  way a specific rule is used. 
   
  Rule Number One 
  The rules presented here are guidelines, not 
  laws and they do not cover every possible 
  situation that may arise. The game master 
  should modify and add rules whenever he 
  deems it necessary. While the gamer master is 
  the one who has the last word when it comes 
  to interpretation of rules and sometimes also 
  design of characters, good communication is 
  always needed. 
   
  Character Creation 
  Character creation in SHINOBI & SAMURAI is 
  simple: Each player choses a class that defines 
  what his character is good at, rolls up its 
  starting money and buys some equipment. 
  Each character also gets a name and – if the 
  players want – a background story. SHINOBI & 
  SAMURAI does not make use of additional 
  ability scores as many other RPGs based on 
  old-school systems do, as these have little 
  impact on actual gameplay. Nevertheless, 
  SHINOBI & SAMURAI is compatible with many 
  other old-school RPGs and ability scores can 
  be introduces if desired. All information about 
  a character is written down on the character a 
  sheet. A blank character sheet can be found at 
  the end of this book. 
   
  Character Classes & Races 
  There are nine classes in SHINOBI & SAMURAI: 
  Bozu, bushi, ite, kensei, samurai, shinobi, 
  mahotsukai, sohe and sumotori. Additionally, 
  there are two subclasses of the mahotsukai 
  with a different selection of spells, the 
  yojutsushi and the genjutsushi. By default, all 
  characters are human. However, at the game 
  master’s discretion, players can also play 
  nonhuman races. 
   
  Starting Money 
  Each player rolls 3d6x10. This is the amount 
  of money in silver pieces (sp) that a character 
  starts with. 
   
  The Adventure Begins 
  After the player characters have been created 
  and starting equipment has been bought, the 
  adventure can begin. What happens now is all 
  up to the game master and players. 
  
  Shinobi & Samurai 
  4 
  Bozu 
   
  Bozu is a monk that belongs to an order and – 
  unlike the sohei – is a philosopher and 
  spiritualist thriving for inner balance and a 
  deeper understanding of the world around 
  him. The bozu is a combat expert, though he 
  does not depend on weapons or armour. 
  Instead, the light-footed bozu uses only his 
  fists in combat and prefers to evade enemy 
  attacks instead of blocking them. 
   
  Table 1: Bozu Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  15 
  2 
  - 
  14 
  3 
  +1 
  13 
  4 
  +1 
  12 
  5 
  +2 
  11 
  6 
  +2 
  10 
  7 
  +3 
  9 
  8 
  +3 
  8 
  9 
  +4 
  7 
  10 
  +5 
  6 
   
  The bozu’s role is that of a striker. He deals 
  more and more damage the more experience 
  he gathers, but is less well-suited to take 
  damage than the bushi. 
   
  Hit Die: The bozu uses the d6 to determine 
  his hit points. 
   
  Equipment: The bozu does not wear any 
  armour. He mostly relies on his fist in combat. 
  If the bozu uses any weapons at all, it will be a 
  simple weapon like the bo. 
   
  Combat Experience: The bozu does not wear 
  armour and mainly uses his fists in combat. 
  His armour class and damage increase over 
  time as he gains experience. While members of 
  other classes do nonlethal damage when 
  fighting without weapons, the bozu’s attacks 
  always do full damage. Additionally, he can 
  also damage creatures that can otherwise only 
  be harmed by silver or magical weapons. 
   
   
   
  Table 2: Bozu Armour Class and Damage Progression 
  Level 
  Armour Class 
  Damage 
  1 
  10 
  1d4 
  2 
  11 
  1d4+1 
  3 
  12 
  1d6 
  4 
  13 
  1d8 
  5 
  14 
  1d10 
  6 
  15 
  1d12 
  7 
  16 
  2d8 
  8 
  17 
  2d8+1 
  9 
  18 
  2d8+2 
  10 
  19 
  2d8+3 
   
  Parry: The agile bozu can evade enemy 
  attacks. If a bozu tries to parry instead of 
  attacking, his opponent gets an attack roll 
  penalty equal to the bozu’s attack bonus. 
   
   
   
   
  
  Character Classes 
  5 
  Bushi 
   
  The bushi is trained to use weapons and 
  armour. He is sturdy and often stands in the 
  front row during battle. The bushi does not 
  primarily rely on swiftness or sneaky tactics 
  but on a trusty weapons and reliable armour. 
   
  A bushi can be any type of combat expert like 
  a soldier, hunter or tribal warrior. Some have 
  chosen to be a fighter for the rest of their life, 
  whereas others are merely conscripted peasants 
  or bandits. Most bushi have less social prestige 
  than samurai, but are also not bound to a code 
  of honour the way samurai are. 
   
   
   
  The bushi’s role is that of a striker and 
  defender. His armour makes it difficult for 
  enemies to get past him and his weapon deals 
  damage reliably. While less versatile that 
  spellcasters, the bushi does what he does well 
  consistently.  
   
  Table 3: Bushi Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  16 
  2 
  +1 
  15 
  3 
  +2 
  14 
  4 
  +2 
  13 
  5 
  +3 
  12 
  6 
  +4 
  11 
  7 
  +4 
  10 
  8 
  +5 
  9 
  9 
  +6 
  8 
  10 
  +6 
  7 
   
  Hit Die: The bushi uses the d10 to determine 
  his hit points. 
   
  Equipment: The bushi can use any weapon 
  and armour. 
   
  Cleave: Whenever the bushi delivers a killing 
  blow to an enemy, he can make an immediate 
  extra attack against another enemy in range. 
  This applies only to melee attacks. 
   
  Combat Finesse: The bushi knows how and 
  where to hit his opponent better than anybody 
  else. Whenever the fighter rolls a one on a 
  damage roll, the damage is re-rolled. 
   
   
   
  
  Shinobi & Samurai 
  6 
  Ite 
   
  The ite is an archer, a fighter specialised in 
  ranged weapons. Though similar to the bushi, 
  he has not been trained to stand in the first 
  line and engage opponents in close combat, 
  but to pick precise shots from the back row or 
  neutralise enemies before they even notice he is 
  there. With support, the ite is deadly; without, 
  he has to rely on his quickness and the element 
  of surprise.  
   
  The ite is a striker. He excels at inflicting 
  damage, not at taking it, and will often need 
  the support of others to unfold his full 
  potential. 
   
  Table 4: Ite Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  16 
  2 
  +1 
  15 
  3 
  +2 
  14 
  4 
  +2 
  13 
  5 
  +3 
  12 
  6 
  +4 
  11 
  7 
  +4 
  10 
  8 
  +5 
  9 
  9 
  +6 
  8 
  10 
  +6 
  7 
   
  Hit Die: The ite uses the d6 to determine his 
  hit points. 
   
  Equipment: The ite uses all ranged weapon, 
  but no melee weapon larger than a wakizashi 
  and no armour heavier than a do-maru. 
   
  Table 5: Ite Marksmanship Bonus 
  Class Level 
  Marksmanship Bonus 
  1 
  +1 
  2 
  +1 
  3 
  +1 
  4 
  +2 
  5 
  +2 
  6 
  +2 
  7 
  +3 
  8 
  +3 
  9 
  +3 
  10 
  +4 
   
  Marksmanship: While using a bow or 
  crossbow, the ite gains his marksmanship 
  bonus as a bonus to attack and damage rolls. 
   
  Melee Shot: While in close combat, the ite 
  can use ranged weapons without a penalty. 
   
  Rapid Shot: From the eighth level on, the ite 
  reloads fast enough to fire twice per round. 
   
   
   
  Running Shot: The ite can move at half speed 
  while shooting without suffering a penalty.  
   
  Volley Fire: The ite can fire more than arrow 
  at once against a single target, but suffers a -2 
  attack roll penalty per arrow if he does so. 
   
   
   
   
  
  Character Classes 
  7 
  Kensei 
   
  The kensei is a fighter dedicated to one specific 
  weapon. He has trained with it for years in 
  order to discover all its secrets and be able to 
  use it with perfection. For the duellist, armour 
  is only a hindrance. He prefers to win a fight 
  quickly and decisively. 
   
  Some kensei visited schools, others learned 
  from a master. A few are even self-taught. 
  Most kensei do not remain in once place for 
  long. Instead, they travel the world, always 
  looking for other kensei, adventures, wisdom 
  and other challenges. 
   
  The kensei’s role is that of a striker. Not being 
  able to sustain too much punishment, the 
  kensei prefers to eliminate an enemy swiftly 
  and efficiently. 
   
  Table 6: Kensei Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  15 
  2 
  +1 
  14 
  3 
  +2 
  13 
  4 
  +2 
  12 
  5 
  +3 
  11 
  6 
  +4 
  10 
  7 
  +4 
  9 
  8 
  +5 
  8 
  9 
  +6 
  7 
  10 
  +6 
  6 
   
  Hit Die: The kensei uses the d8 to determine 
  his hit points. 
   
  Equipment: As a dedicated warrior, the kensei 
  can use any weapon. He will not wear any 
  armour, though, and avoid weapons that are 
  regarded as cowardly. 
   
  Favoured Weapon: A kensei has a favoured 
  melee weapon he will prefer over all other 
  weapons. He gains a bonus to attack rolls and 
  damage when he uses this weapon. The 
  kensei’s favoured weapon is chosen at the very 
  beginning of his career. The kensei will usually 
  not change it, as the training with this weapon 
  requires his complete attention. 
   
  Table 7: Kensei Armour Class and Weapon Bonus Progression 
  Level 
  Armour Class 
  Weapon Bonus 
  1 
  10 
  +1 
  2 
  11 
  +1 
  3 
  11 
  +2 
  4 
  12 
  +2 
  5 
  12 
  +2 
  6 
  13 
  +3 
  7 
  13 
  +3 
  8 
  13 
  +3 
  9 
  14 
  +4 
  10 
  14 
  +4 
   
   
   
  Second Wind: Any time a kensei takes 
  damage from a melee attack that would bring 
  him down to naught hit points, he can make a 
  saving throw. If the saving throw is made, no 
  damage is taken. He second time this is done 
  in one fight, the kensei takes only half damage. 
  This technique cannot be used more than 
  twice during a fight and not against missile 
  weapons or – at the game master’s discretion – 
  supernatural attacks. 
   
   
   
  
  Shinobi & Samurai 
  8 
  Mahotsukai 
   
  The mahotsukai is a master of the occult. He 
  has studied under a master or in a school – 
  often a secret one. Many mahotsukai do not 
  stay in one place but travel the world, always 
  looking for magical artefacts, occult secretes 
  and more power. 
   
  The mahotsukai is a supporter than can fill out 
  different roles. His magic has incredible 
  potential – if the mage remembers the right 
  spell from his spell book. Without his powers, 
  the mage has to rely on the abilities of his 
  fellow 
  adventurers. 
  The 
  yojutsushi 
  and 
  genjutsushi are two variants of the mahotsukai 
  who use different spells, but are otherwise 
  identical to him. 
   
  Table 8: Mahotsukai Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  16 
  2 
  - 
  15 
  3 
  - 
  14 
  4 
  - 
  13 
  5 
  +1 
  12 
  6 
  +1 
  11 
  7 
  +2 
  10 
  8 
  +2 
  9 
  9 
  +3 
  8 
  10 
  +3 
  7 
   
  Hit Die: The mahotsukai uses the d4 to 
  determine his hit points. 
   
  Equipment: Mahotsukai spend a lot of time 
  learning the arcane arts and have little to no 
  combat training. They do not wear armour 
  and use only the bo, the sling, the tanto and 
  similar simple, light weapons. 
   
  Detect Magic: The mahotsukai can detect 
  magical aurae and identify magical items a 
  number of times per day equal to his level. 
   
  Spellcasting: The mahotsukai is an arcane 
  spellcaster. He learns spells from magical 
  scrolls and writes them down into his 
  spellbook. Once it has been cast, it vanishes 
  from the mahotsukai’s mind and has to be re-
  learned.  
   
  Table 9: Mahotsukai Spell Progression 
  Level 
  Spell Level 
  1 
  2 
  3 
  4 
  5 
  1 
  1 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  3 
  3 
  1 
  - 
  - 
  - 
  4 
  4 
  2 
  - 
  - 
  - 
  5 
  4 
  2 
  1 
  - 
  - 
  6 
  4 
  2 
  2 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  8 
  4 
  3 
  2 
  2 
  - 
  9 
  5 
  3 
  3 
  2 
  1 
  10 
  5 
  4 
  3 
  2 
  2 
   
  Every day, the mahotsukai can prepare a 
  number of spell dependent on his current 
  level. To memorise the spells, he needs at least 
  one hour followed by six hours of rest. The 
  same spell can be prepared several times as 
  long as the mahotsukai has spell slots left. He 
  can also cast any arcane spells from scrolls 
  directly, even if they are not found on the 
  mahotsukai spell list (but not spells from the 
  sohei spell list). 
   
  Yojutsushi 
  The yojutsushi has devoted his life to study, 
  explain, reverse and control death, the 
  inevitable final chapter in the life of all 
  humans. He may summon the undead to his 
  service or make contact with the afterworld. 
  While many yojutsushi are twisted and evil, 
  some are simply fascinated by death and 
  undeath. 
   
  Genjutsushi 
  The genjutsushi is specialised in the creation of 
  illusions and phantasms. The illusionist is by 
  no means a charlatan – his illusions can be 
  shockingly realistic and may even come to life. 
    
   
  
  Character Classes 
  9 
  Shinobi 
   
  The shinobi – also called ninja – is a specialist. 
  His expertise includes espionage, infiltration, 
  assassination 
  and 
  disguise. 
  Shinobi 
  are 
  secretive and are organised in clans hidden in 
  the mountains. Apart from shinobi clans, other 
  groups like temples or military organisations 
  may train shinobi as well. 
   
  Some travelling shinobi are on a secret mission 
  for their clan, which they usually do not share 
  with anyone, even companions or friends. 
  Others have abandoned their clan for various 
  reasons. Some are considered traitors and 
  hunted by their former fellow shinobi.  
   
  The shinobi is a supporter, scout and 
  infiltrator. Under the right circumstances, he 
  can severely wound or even kill opponents 
  with a single blow. The shinobi is not a 
  defender, though, and requires the support of 
  his fellow adventures to unleash his full 
  potential. 
   
  Table 10: Shinobi Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  14 
  2 
  - 
  13 
  3 
  +1 
  12 
  4 
  +1 
  11 
  5 
  +2 
  10 
  6 
  +2 
  9 
  7 
  +3 
  8 
  8 
  +3 
  7 
  9 
  +4 
  6 
  10 
  +5 
  5 
   
  Hit Die: The shinobi uses the d6 to determine 
  his hit points. 
   
  Equipment: As a master of stealth, then 
  shinobi does not wear armour heavier than 
  manchira. He does not use the katana, the 
  daikyu and large, bulky weapons like spears. 
   
  Backstab: When the shinobi attacks an enemy 
  from behind and strikes at its weak spot, he 
  gains a +4 bonus to attack rolls deals double 
  damage. From level five on, the damage is 
  tripled. At level nine, the shinobi deals four 
  times the usual damage.  
   
  Shinobi Talents: Every second level from level 
  two on, the shinobi gains a talent. The new 
  talent is determined by rolling 1d8. Talents 
  the shinobi already has are re-rolled. At the 
  game master’s discretion, the shinobi can 
  alternatively choose its new talents freely. 
   
  Die Roll 
  Shinobi Talent 
  1 
  Swiftness: The shinobi can disengage from melee 
  combat 
  without 
  provoking 
  an 
  attack 
  of 
  opportunity and receives a +1 bonus to saving 
  throws. 
  2 
  Lightfoot: 
  The 
  shinobi’s 
  movement 
  speed 
  increased from 12 to 15 
  3 
  Marksman: The shinobi gains a +1 bonus to attack 
  rolls and damage when using ranged weapons. 
  4 
  Danger Sense: The shinobi gains a +1 bonus to 
  surprise and initiative rolls. 
  5 
  Silent Shadow: While moving – but not running – 
  the shinobi does not make any noise. 
  6 
  Water Walk: The shinobi can run over calm water 
  – but not stand on it. 
  7 
  Mystic: The shinobi can cast spells of the first level 
  from magical scrolls. 
  8 
  Poison Immunity: The shinobi becomes immune 
  to all kids of poisons. 
   
  Silent Shadow: The shinobi can hide in 
  shadows and become practically invisible to 
  others. When someone sees a concealed 
  shinobi, that person is permitted a saving 
  throw. If the save is made, the shinobi has 
  been spotted. The shinobi imposes a penalty 
  on the saving throw equal to his level.  
   
   
   
   
  
  Shinobi & Samurai 
  10 
  Samurai 
   
  The samurai is an honourable and proud 
  warrior. Often raised in noble families, 
  samurai are not only proficient in combat, but 
  also in literature and arts. Every samurai carries 
  his trusted weapon, the katana. Most samurai 
  are also trained in the use of other weapons. 
   
  Samurai respect their enemies and demand 
  respect from them.  A samurai who has fallen 
  from grace or currently has no master is called 
  a ronin.  
   
  The samurai is a striker and defender. His 
  strict life after the samurai codex limits him in 
  some areas, but grants him powers in others. 
   
  Table 11: Samurai Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  16 
  2 
  +1 
  15 
  3 
  +2 
  14 
  4 
  +2 
  13 
  5 
  +3 
  12 
  6 
  +4 
  11 
  7 
  +4 
  10 
  8 
  +5 
  9 
  9 
  +6 
  8 
  10 
  +6 
  7 
   
  Hit Die: The samurai uses the d10 to 
  determine his hit points. 
   
  Equipment: A samurai can use any weapon or 
  armour apart from weapons considered 
  cowardly. However, samurai will prefer 
  wearing no armour to wearing equipment 
  below their status. 
   
  Battle Cry: From level six on, the samurai may 
  gather his inner strength once per day and let 
  out a cry that causes all enemies in earshot to 
  run in panic for 1d4+1 rounds. Enemies with 
  hit dice equal to more than half the 
  champion’s level are permitted a saving throw. 
   
  Challenge: Once per encounter, the samurai 
  can challenge an opponent in combat. If that 
  opponent fails a saving throw, it has to 
  concentrate its efforts on fighting the samurai 
  until defeat or moral failure. The samurai’s 
  level is added as a malus to the saving throw. 
   
  Code of the Samurai: Every samurai follows 
  the code of the samurai. This code always 
  includes not running from a readied opponent, 
  not taking part in surprise rounds and always 
  being honest and truthful. The details of the 
  code depend are determined by the game 
  master. 
   
   
   
  Fearless: The samurai himself is a fearless 
  warrior. He is immune against all kinds of 
  magical or mundane fear. 
   
  Perception: A samurai is a good judge of 
  character. From level three on, he can detect 
  whether an individual is lying or not. This can 
  be used once per day per individual. It does 
  not reveal the truth or detects if someone holds 
  back information. Strong-willed individuals 
  are permitted a saving throw to avoid being 
  exposed. In this case, they suffer a malus equal 
  to the samurai’s class level to their roll. 
   
   
  
  Character Classes 
  11 
  Sohei 
   
  The sohei is a travelling warrior-monk. He is 
  dedicated to the teaching of his gods and a 
  certain lifestyle, and will defend it to the death. 
  The sohei’s faith grants him supernatural 
  powers not unlike the mahotsukai’s magic. 
   
  The sohei is a supporter. He does not fight as 
  well as the bushi or the kensei, but will last 
  long in the front row due to his powers. The 
  sohei’s fellow adventurers will benefit greatly 
  from his healing powers.   
   
  Table 12: Sohei Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  14 
  2 
  - 
  13 
  3 
  +1 
  12 
  4 
  +1 
  11 
  5 
  +2 
  10 
  6 
  +2 
  9 
  7 
  +3 
  8 
  8 
  +3 
  7 
  9 
  +4 
  6 
  10 
  +5 
  5 
   
  Hit Die: The sohei uses the d6 to determine 
  his hit points. 
   
  Equipment: The sohei is trained in the arts of 
  war, but limited in the equipment he can use. 
  He is not allowed to wear o-yoroi and does not 
  use bows or the katana. 
   
  Detect Evil: The sohei can identify malicious 
  creatures or cursed items a number of times 
  per day equal to his level. Creatures are 
  permitted a saving throw to avoid being 
  detected. Evil sohei can instead identify good 
  creatures and blessed items. 
   
  Spellcasting: Like the mahotsukai, the sohei is 
  a spellcaster. He does not to need spells from 
  scrolls, though. Instead, the sohei intuitively 
  knows all spells from the sohei spell list up to 
  his current highest spell level. He prepares 
  spells by meditating for at least one hour 
  followed by six hours of rest. Once cast, a spell 
  will vanish from the sohei’s memory until it is 
  re-memorised. The sohei can prepare the same 
  spell several times as long as he has free spell 
  slots of the respective level. 
   
  Table 13: Sohei Spell Progression 
  Level 
  Spell Level 
  1 
  2 
  3 
  4 
  5 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  1 
  - 
  - 
  - 
  - 
  3 
  2 
  - 
  - 
  - 
  - 
  4 
  2 
  1 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  6 
  2 
  2 
  1 
  1 
  - 
  7 
  2 
  2 
  2 
  1 
  1 
  8 
  2 
  2 
  2 
  2 
  2 
  9 
  3 
  3 
  3 
  2 
  2 
  10 
  3 
  3 
  3 
  3 
  3 
   
   
   
   
   
  
  Shinobi & Samurai 
  12 
  Sumotori 
   
  The sumotori is a fighter trained in sumo, an 
  ancient form of wrestling. Sumotori tower over 
  other humans and draw attention through 
  their massive body alone. While sumo show 
  their talent in the ring to gain honour and 
  entertain 
  others, 
  they 
  are 
  not 
  to 
  be 
  underestimated in an actual fight. 
   
  Some defend and support. They pin their 
  opponent down and give their fellow 
  adventurers time to strike. Sumotori do not go 
  down easily.  
   
  Table 14: Sumotori Advancement 
  Level 
  Attack Bonus 
  Saving Throw 
  1 
  - 
  14 
  2 
  +1 
  13 
  3 
  +2 
  12 
  4 
  +2 
  11 
  5 
  +3 
  10 
  6 
  +4 
  9 
  7 
  +4 
  8 
  8 
  +5 
  7 
  9 
  +6 
  6 
  10 
  +6 
  5 
   
  Hit Die: The sumotori uses the d12 to 
  determine his hit points. 
   
  Equipment: The sumotori is trained in 
  unarmed close combat. In the ring, he will use 
  neither weapons nor armour. Outside the ring, 
  a sumotori wears armour no heavier than 
  manchira and will stick to blunt weapons like 
  the bo or nunchaku and only use thrown or 
  hurled missile weapons. 
   
  Grappler: When trying to grapple and 
  opponent, the sumotori ads his level as a 
  bonus to his attack roll. A failed attempt does 
  not grant the opponent an attack of 
  opportunity. A sumotori can move at half 
  speed while he has grabbed an opponent. 
   
  Rules of the Ring: When the sumotori fights 
  another sumotori in the ring, no armour or 
  weapons are allowed. Likewise, actions like 
  breaking bones, pulling hair or bending back 
  fingers are not permitted. In such a sumotori 
  fight, all attacks inflict nonlethal damage. 
   
  Stunning Blow: From level four on, a 
  sumotori can try to inflict a stunning blow on 
  his opponent. This attack inflicts no damage, 
  but if the opponent fails a saving throw, it will 
  be stunned for one round. From level eight on, 
  the opponent will be paralysed instead. 
   
   
   
  Unarmed Combat: While unarmed, the 
  sumotori inflicts 1d6 points of lethal damage 
  which each attack. He adds his attack bonus as 
  a bonus to his damage rolls. If the sumotori 
  suffers bludgeoning damage, he is permitted a 
  saving throw for half damage. Additionally, 
  the sumotori can also damage creatures that 
  can otherwise only be harmed by silver or 
  magical weapons. 
   
  
  Equipment 
  13 
  Equipment 
   
  Every adventurer starts with a certain amount 
  of money. This money can be spend on 
  equipment from the equipment list or kept to 
  buy items later. The list below shows common 
  things available almost everywhere and can 
  also be used if the players want to restock 
  supplies between adventures. 
   
  Currency 
  Every player character starts with 3d6x10 silver 
  pieces worth of money. The silver pieces (sp) 
  are each worth ten copper pieces (cp). 
  Additionally, there are gold pieces (gp), which 
  are worth ten silver pieces and platinum pieces 
  (pp) which are worth ten gold pieces. Instead 
  of these generic names, the Oriental-flavoured 
  names from the table below can be used as 
  well. 
   
  Table 15: Coinage 
  Generic Name 
  Oriental Name 
  Copper Piece 
  Mon 
   Silver Piece 
  Ichibu 
  Gold Piece 
  Ryo 
  Platinum Piece 
  Oban 
   
   
  Common Items 
   
  Table 16: Clothing 
  Item 
  Cost (sp) 
  Hakama (cotton trousers) 
  0.3 
  Hat (straw) 
  0.02 
  Kimono (cotton robe) 
  0.2 
  Kosode (silk robe) 
  6 
  Loincloth 
  0.02 
  Mino (straw raincape) 
  0.1 
  Robe (fur-trimmed) 
  6 
  Sandals 
  0.1 
  Sash (belt) 
  0.1 
  Tabi (boots) 
  0.4 
   
  Table 17: Adventuring Equipment 
  Item 
  Cost (sp) 
  Backpack 
  10 
  Basket (large, wicker) 
  5 
  Basket (small, wicker) 
  2 
  Blanket (coarse) 
  2 
  Chest 
  10 
  Cord (three metres) 
  0.1 
  Goza (straw sleeping mat) 
  0.1 
  Ink Well 
  2 
  Lantern (hooded) 
  7 
  Lantern (paper) 
  2 
  Oil 
  1 
  Paper (ten sheets) 
  4 
  Pot (iron) 
  1 
  Quiver Rope (ten metres) 
  3 
  Tent 
  10 
  Tender Box 
  1 
  Torch 
  0.1 
  Waterskin 
  1 
   
  Table 18: Provisions 
  Item 
  Cost (sp) 
  Beer (one jar) 
  0.1 
  Food, banquet 
  2 
  Food, common 
  0.1 
  Food, poor 
  0.05 
  Grain, daily ration (horse) 
  1 
  Rice (daily ration) 
  0.3 
  Sake (one jar) 
  5 
  Tea (for one pot) 
  2 
   
   
  Melee Weapons 
   
  Bo: The bo is a wooden staff about as long as a 
  human. 
   
  Flail: The flail is first and foremost a farmer’s 
  tool for harvesting rice, but can be used as a 
  weapon too. 
   
  Jitte: The jitte is an iron baton mainly used for 
  defence. It has a short hook at the end. 
   
  Jo: The jo is a small version of the bo. It is 
  only half as long and can be used with one 
  hand. 
   
  
  Shinobi & Samurai 
  14 
  Table 19: Melee Weapons 
  Weapon 
  Damage 
  Cost (sp) 
  Bo1 
  1d6 
  2 
  Flail1 
  1d6 
  4 
  Jitte 
  1d4 
  5 
  Jo 
  1d4 
  1 
  Kama 
  1d4+1 
  5 
  Katana2 
  1d10 
  400 
  Kau-sin-ke 
  1d8 
  15 
  Kawanaga 
  1d3 
  10 
  Kusari-gama1 
  1d6 
  4 
  Masakari1 
  2d4 
  15 
  Nagamaki1 
  1d6 
  8 
  Naginata1 
  1d8 
  22 
  Nekode 
  1d4 
  12 
  Ninja-to 
  1d6+1 
  10 
  Nodachi1 
  1d10 
  50 
  Nunchaku 
  1d4+1 
  10 
  Sai 
  1d4 
  2 
  Sasumata1, 3 
  1d4 
  8 
  Scythe2 
  1d4 
  3 
  Shikomi-zue 
  1d6 
  15 
  Tanto 
  1d4 
  10 
  Tetsubo1 
  1d8 
  15 
  Tonfa 
  1d6 
  5 
  Wakizashi 
  1d8 
  250 
  War Fan 
  1d6 
  30 
  Whip 
  1d33 
  2 
  Yari1 
  1d6 
  4 
  1Two-handed weapon 
  2One- or two-handed weapon 
  3Deals nonlethal damage 
   
  Kama: The kama is a straight-bladed sickle. It 
  is used by farmers and is primarily a tool. 
   
  Katana: The katana is a long sword designed 
  to be used with both one and two hands. 
  Every samurai has a katana personally made 
  for him. In many places, only the social elite 
  may possess a katana. 
   
  Kau-sin-ke: The kau-sin-ke is also called 
  whipping chain. It is is a length of four to six 
  short iron bars connected by links of chain. 
   
  Kawanaga: A kawanaga is a length of light 
  chain with a weight at one end and a sharp-
  bladed grappling hook on the other. It can be 
  whirled quickly, striking with hard blows from 
  either end. On a critical hit or when scoring 
  maximum damage, a kawanaga grapples an 
  opponent. 
   
  Kusari-gama: This is a simple kama attached 
  to an iron chain. 
   
  Masakari: The masakari is a two-handed 
  battle axe. 
   
  Nagamaki: This is a shorter version of the 
  naginata. 
   
  Naginata: Similar to the glaive, the naginatai 
  is a blade attached to a shaft. 
   
  Nekode: A nekode is a strap or glove fitted 
  with spikes in the palm, favoured as both a 
  weapon and a climbing tool by shinobi. Using 
  a nekode is considered very dishonourable and 
  is often outright illegal. 
   
  Ninja-to: The ninja-to is a short, straight 
  sword similar to a wakizashi and a favoured 
  weapon of shinobi. 
   
  Nunchaku: A nunchaku is made up of two 
  wooden or metal bar connected by a chain. It 
  is often used a training weapon, but is 
  included in certain fighting styles as well. 
   
  Sai: The sai is a parrying weapon similar to the 
  jitte. 
   
  Sasumata: The sasumata is a pole arm 
  designed to capture opponents with a 
  minimum of harm. On a successful hit, the 
  target is grappled. The sasumata deals only 
  nonlethal damage. 
   
  Scythe: The scythe is firstly a tool and not easy 
  to handle, but an effective weapon if used 
  correctly. 
   
  Shikomi-zue: This shinobi weapon appears to 
  be a stout bamboo or wooden staff, but a 
  quick twist or press of a button causes a spear 
  
  Equipment 
  15 
  head to spring from one end. Its use is 
  forbidden almost everywhere. 
   
  Tanto: The tanto is a dagger. In many place, 
  this is the largest bladed weapon common 
  people are permitted to carry. 
   
  Tetsubo: This is a staff iron-shod on the 
  business end for dealing crushing damage.  
   
  Tonfa: The tonfa is a wooden baton with a 
  handle perpendicular to a club. It is mainly a 
  parrying weapon. 
   
  Wakizashi: The wakizashi is a short sword. 
  Most samurai carry both this weapon and a 
  katana. 
   
  War Fan: The war fan is a fan with sharp 
  metal edges. It is easily concealed. 
   
  Whip: A whip is not very damaging, but will 
  grapple an opponent on a successful hit. It 
  only deals nonlethal damage. 
   
  Yari: The yari is a spear used by common 
  infantry. 
   
   
  Missile Weapons 
   
  Arrow, Leaf Head: Leaf head arrows are used 
  as ammunition for bows and are usually made 
  of wood. 
   
  Arrow, War: War arrows have an iron tip and 
  are more dangerous than their wooden 
  counterparts. 
   
  Ball, Lead: Lead balls for slings are more 
  damaging than stones, but have to be 
  manufactured specifically. 
   
  Blowpipe: The blowgun is mainly used by 
  primitive tribes, but is also popular among 
  shinobi and other shifty individuals. 
   
  Bolt, Iron: Iron bolts are used for crossbows. 
   
  Table 20: Missile Weapons 
  Weapon 
  Damage 
  Cost (sp) 
  Blowpipe 
  1d2 
  10 
  Chakram 
  1d4 
  15 
  Chu-ko-nu1 
  1d4 
  300 
  Daikyu 
  1d8 
  80 
  Fukimi-bari1 
  1d2 
  1 
  Hankyu 
  1d6 
  20 
  Oyumi 
  1d8 
  140 
  Shuriken1 
  1d3 
  0.5 
  Sling 
  1d4 
  0.1 
  Tanegashima2,3 
  1d8 
  400 
  Tetsuho2,3 
  1d6 
  120 
  Uchi-ne1 
  1d3 
  3 
  Yari-nage 
  1d6 
  1 
  1Can be used twice per round 
  2Can be fired once every second round 
  3Ignores mundane armour 
   
  Table 21: Ammunition 
  Ammunition 
  Damage 
  Modifier 
  Cost (sp) 
  Arrow, Leaf Head 
  - 
  0.25 
  Arrow, War 
  +2 
  2 
  Ball, Lead 
  +1 
  0.1 
  Bolt, Iron 
  - 
  1 
  Bolt, Piercing 
  +1 
  2 
  Bullet 
  - 
  0.5 
  Frog Crotch 
  +1 
  1 
  Humming Bird 
  -1 
  0.5 
  Stone 
  - 
  0.05 
   
  Bolt, Piercing: Piercing bolts are specifically 
  designed to penetrate armour. 
   
  Bullet: Bullets are used for firearms and not 
  commonly available. 
   
  Chakram: The chakarm is a throwing disc 
  with a sharpened outer rim. 
   
  Chu-ko-nu: The chu-ko-nu is a repeating 
  crossbow with a higher rate of fire than a 
  common crossbow. 
   
  Daikyu: The daikyu is a long bow. It is suited 
  more for war than for hunting. 
   
  Frog Crotch: These arrows have a broad 
  blade-like tip that can be used to cut ropes, or 
  
  Shinobi & Samurai 
  16 
  used to cause grievous injuries to unarmoured 
  targets. 
   
  Fukimi-bari: The fukimi-bari is a small, 
  neddle-like mouth dart that can be spit at the 
  target. They have a short range and do little 
  damage, but  
   
  Hankyu: The hankyu is a short bow. 
   
  Humming Bird: These arrowheads have 
  hollow tubes that allow air to pass through, 
  which causes a loud whistling sound when 
  fired. They are used primarily as signalling 
  arrows and can be heard up to a kilometre 
  away. They are not designed for use against 
  creatures, though. 
   
  Oyumi: The oyumi is a crossbow. The name 
  refers both to smaller models and to large 
  weapons operated by several people. 
   
  Shuriken: Shuriken often look like little metal 
  stars, but can have a number of other shapes as 
  well. They have a short range, but can be 
  thrown in quick succession. 
   
  Sling: A sling can be used to hurl stones. It is 
  not very strong, but light and compact. 
   
  Stone: Almost any stone can be used with a 
  sling. 
   
  Tanegashima: The tanegashima is a type of 
  flintlock rifle. It needs to be reloaded after 
  every shot, but can penetrate armour. 
   
  Tetsuho: The tetsuho is a very primitive 
  pistol. It has a short range, but can be 
  surprisingly powerful. 
   
  Uchi-ne: The uchi-ne is a small dagger 
  designed to be thrown. Many noblemen carry 
  one 
   
  Yari-nage: The yari-nage is a javelin; similar to 
  the yari, but specially designed to be thrown.  
  Armour 
   
  Table 22: Armour 
  Armour 
  AC Bonus 
  Cost (sp) 
  Do-maru 
  +3 
  250 
  Hanburi 
  +1 
  30 
  Hata-ate 
  +2 
  150 
  Hara-ate-gawa 
  +1 
  90 
  Haramaki 
  +1 
  100 
  Haramaki-do 
  +2 
  160 
  Horo2 
  +1 
  20 
  Jingasa 
  +1 
  20 
  Kabuto 
  +2 
  100 
  Kappa Shell3 
  +6 
  30 
  Kusari-gusoku 
  +5 
  650 
  Manchira 
  +3 
  350 
  O-yoroi 
  +9 
  1,000 
  Tatami-gusoku 
  +4 
  450 
  Wakibiki 
  +3 
  300 
  1Protects only the front 
  2Protects only the back against missile fire 
  3Protects only while crawling 
   
  Do-maru: The do-maru is a metal breast 
  plate. 
   
  Hanburi: The hanbury is a warrior’s helmet, 
  usually without a visor. 
   
  Hata-ate: The hara-ate is a piece of armour 
  designed to protect the front of the body. It has 
  a breast plate and thigh protector made from 
  laced armour. It is open in the back and offers 
  no back protection. 
   
  Hara-ate-gawa: The hara-ate-gawa is simple 
  leather corselet that covers the stomach, chest 
  and back. 
   
  Haramaki: The haramaki-do is a light piece of 
  armour made of silk and chain. It can be worn 
  under clothing. 
   
  Haramaki-do: The haramaki-do is similar to 
  the haramaki, but too bulky to  
   
  Horo: A horo consists of several long strips of 
  cloth sewn together tied at the neck and waist 
  designed for mounted combatants. When 
  riding is balloons out behind the rider and 
  
  Equipment 
  17 
  provides protection against missile attacks 
  made from the back. 
   
  Jingasa: The jingasa is a steel version of a peas-
  ant’s hat, used by simple soldiers. It is also 
  useful as a pot for boiling water in camp. 
   
  Kabuto: The kabuto is a large helm and usually 
  worn as part of the o-yoroi. Many sport 
  elaborate crests mounted on the front of the 
  helm. The kabuto is made of lacquered steel. 
   
  Kusari-gusoku: The kusari-gusoku is a type of 
  chain armour worn by wealthy warriors. 
   
  Manchira: The manchira is an armoured vest 
  made of different types of armour including 
  chain armour and various armour plates. It can 
  be worn under clothing. 
   
  O-yoroi: The o-yoroi is a full suit of armour 
  complete with a helmet. It is usually 
  specifically made for a certain customer and 
  often coloured in the colours of his house. 
   
  Tatami-gusoku: This armour is made of 
  armoured plates and can be folded. 
   
  Wakibiki: The wakibiki is armour made of 
  iron and hardened leather. It also includes 
  chain armour as well as armoured plates. 
   
   
   
   
   
  
  Shinobi & Samurai 
  18 
  The Game 
   
  Once everyone has created a player character, 
  the game can start. From this point on, the 
  game master and to a certain extend the player 
  have all the power and can determine what 
  happens. The players decide what their 
  characters do and the game master decides 
  how the non-player characters, monsters and 
  the environment react. 
   
  Levelling Up 
  Usually, player characters start at level one. 
  They are already above average in comparison 
  to the majority of the population and most 
  had special training. Once the game master 
  thinks the character have gained enough 
  experience to advance a level, they level up. 
  Once a new level has been reached, class skills 
  and the saving throw improve and special 
  abilities depending on the class may be gained. 
  Additionally, all character become a bit 
  tougher can gain an additional hit die, which 
  determines their hit points. Every player rolls 
  dice worth the number and type of hit dice his 
  character has. The number of hit points is 
  compared to the number of hit points he 
  previously had. If the new result is worse than 
  the old one, it is discarded, the old number of 
  hit points is kept. Should the new number be 
  better, it is taken instead. When a player starts 
  with a new character at level one, no hit die is 
  rolled. Instead, the character starts with a 
  number of hit points equal to the highest 
  number on his hit die. 
   
  Cursed Equipment 
  Certain magical equipment is cursed. The 
  wielder of cursed equipment will never 
  willingly switch it with other equipment. To 
  separate wielder and cursed item, a Remove 
  Curse spell or a lengthy purification ritual is 
  necessary. Afterwards, the item is likely to still 
  be cursed, though. 
   
   
  Death 
  If character is hit, the amount of damage is 
  subtracted from his hit points. If he reaches 
  naught hit points, he falls unconscious and 
  cannot perform any actions. A night of rest 
  allows an unconscious character to recover one 
  hit point. After that, he recovers hit points 
  normally. Character who suffered nonlethal 
  damage will recover all hit point lost that way 
  over night. If the character reaches negative hit 
  points, he dies. 
   
  Equipment Weight 
  It is not recommended to track equipment 
  weight, as this adds a lot of bookkeeping. 
  Instead, the game master should check a 
  player’s equipment list whenever he picks up a 
  large item and check whether or not the 
  character can still carry it – or just rely on the 
  player characters to carry no more than a 
  reasonable pile if equipment and loot. 
   
  Healing 
  A character recovers hit points equal to a dice 
  roll made with the die type used to determine 
  the character’s hit points. If he rests very 
  comfortable, like in a good inn, he recovers 
  one additional hit point. Likewise, sleeping 
  outside during rainfall may lead to a penalty. A 
  full month of rest will always restore all hit 
  points, no matter how many a character lost. 
  Some spells also restore lost hit points. 
   
  Magical Equipment 
  Some weapons and armour are enchanted and 
  grant their user a numerical bonus, the so-
  called enchantment bonus. The enchantment 
  of a magical melee is added to the user’s attack 
  and damage rolls, the one of missile weapons 
  only to the attack rolls and the one of 
  ammunition only to damage rolls. Attacks 
  made with a magical missile weapons and 
  mundane ammunition still count as magical 
  attack, though. The enchantment of magical 
  armour is added to the wearer’s armour class. 
  Magical gauntlets or boots have to be worn in 
  pairs to be effective. A character cannot wear 
  
  The Game 
  19 
  more than one magical ring at each hand 
  without cancelling the effect of all rings he 
  wears. A magical cloak can be worn in 
  combination with armour, but not a robe. 
  However, magical robes can also be worn by 
  spellcasters that are normally not allowed to 
  wear armour. 
   
  Movement 
  Every player character race and monster has a 
  speed, the base movement rate. It is twelve for 
  player characters. Divided by three, it is the 
  distance in metres a creature can move in one 
  combat round without risking to stumble, 
  being hit by free enemy attacks or other direct 
  consequences. Out of combat, the movement 
  rate is doubled and doubled again if a 
  character is running. Creatures which have 
  learned swimming swim at a quarter of this 
  speed. Trained swimmers swim at their half 
  movement rate. It is recommended to keep 
  movement abstract. The rule above should 
  merely give the game master an idea on how 
  fast the party will move.  
   
  Saving Throws 
  Saving throws are a resolution mechanic used 
  to see whether a character succeeds to avoid a 
  certain hazard or not, may it be the effect of a 
  spell, a deadly poison or the frightening 
  presence of a monster. If the saving throw is 
  made, the character suffers less severe or no 
  consequences. To make a saving throw, the 
  player rolls a d20 and checks if the number 
  rolled is as high as or higher than his 
  character’s saving throw value. If that is the 
  case, he succeeded. If not, the character has 
  failed to avoid the hazard. Monsters have a 
  saving throw value as well. It is included in 
  their stats block. 
   
  Time 
  For the purpose of spells used outside combat, 
  a combat round equal a minute. 
   
  Weapon Damage by Class 
  Instead of making the damage a weapon 
  inflicts depended on the type of weapons, this 
  rule can be used instead: All characters can use 
  all weapons and inflict damage according to 
  their class. Boni for class abilities and weapon 
  enchantments are still taken into account. 
   
  Table 23: Weapon Damage by Class 
  Class 
  Melee Damage 
  Missile Damage 
  Bozu 
  1d6 
  1d6 
  Bushi 
  1d10 
  1d8 
  Ite 
  1d6 
  1d10 
  Kensei 
  1d12 
  1d4 
  Samurai 
  1d10 
  1d6 
  Shinobi 
  1d6 
  1d6 
  Mahotsukai1 
  1d4 
  1d3 
  Sohei 
  1d8 
  1d4 
  Sumotori 
  1d6 
  1d4 
  1Yojutsushi and genjutsushi inflict equal damage 
   
   
  Combat 
  Not every conflict can be solved with words. 
  During their adventures, the player characters 
  will confront mercenaries and bandits, fight 
  undead hordes and meet dangerous creatures 
  few have seen ever before. 
   
  Combat Sequence: Combat is divided into 
  several phases: 
   
  1. Surprise Check: If a group is aware of the 
  enemy’s presence, it cannot be surprised. If 
  one side is surprised, the other side 
  automatically acts first before their opponents 
  have a chance to react. Depending on the 
  situation, the game master can rule that the 
  surprise attack has additional effects, like some 
  opponents trying to flee or dropping an item. 
  If it is unclear whether one side is surprised or 
  not, the game master may roll 1d6 for one 
  side. A one or two means that the side is 
  surprised. A faction may be surprised, but this 
  does not mean that a battle to the death 
  automatically occurs. 
   
  2. Determine Initiative: A d6 is rolled for each 
  player character and monster. Combatants 
  
  Shinobi & Samurai 
  20 
  receive a +1 bonus for every three points of 
  movement speed above twelve of the type of 
  movement they currently use. The game 
  master can make a single roll for a group of 
  identical monsters. The initiative numbers are 
  counted down and everyone acts on his 
  initiative number. High numbers act first. 
  Player characters can also wait for someone 
  else 
  to 
  act. 
  In 
  this 
  case, 
  they 
  act 
  simultaneously. A character using a melee 
  weapon with long reach, like a spear, may 
  choose to spontaneously attack an opponent 
  closing 
  in. 
  Again, 
  the 
  characters 
  act 
  simultaneously, even if the defender has rolled 
  lower for initiative. 
   
  3. Movement and Attack: Once its initiative 
  number is up, each character and monster can 
  move and then attack. After attacking, a 
  combatant cannot act again until the next 
  round. 
  Moving 
  includes 
  all 
  kinds 
  of 
  movement, like engaging the enemy, climbing 
  or jumping down from greater height. 
  Combatants that have more than one attack 
  use all their attacks now. Instead of attacking, 
  combatants can also use a spell. 
   
  4. Complete the Round: The round is over and 
  the battle continues with phase three. If one 
  side has been killed, fled or surrendered, the 
  fight is over. 
   
  Armour Class 
  To hit someone in combat, the attacker needs 
  to roll a result equal to or higher than the 
  defender’s armour class (after all boni and 
  penalties have been taken into account) with a 
  d20. Armour class can be improved by 
  armour, magic and other means. Humans 
  without any armour have an armour class of 
  ten. Any bonus is added to this value. 
   
  Attack of Opportunity 
  A combatant blocks an area within weapon 
  reach around him. If someone moves through 
  this area, the combatant gets a free attack at 
  the 
  moving 
  character. 
  An 
  attack 
  of 
  opportunity is also provoked when an attacker 
  uses a ranged weapon in melee combat, when a 
  combatant moves out of melee range of an 
  opponent who faces him or when a spellcaster 
  casts a spell while in melee combat. 
   
  Attack Roll 
  If a character attacks an opponent with a 
  weapon, a d20 is rolled to determine if he hits 
  or not. The result is the so-called attack roll. 
  After every bonus and penalty has been taken 
  into account (like the level-depended attack 
  roll bonus that every character gets), its value 
  has to be equal to or higher than the target’s 
  armour class. If that is the case, the attacks was 
  successful and damage is rolled and subtracted 
  from the target’s hit points. Monsters attack 
  like characters, but gain their number of hit 
  dice as an attack roll bonus. 
   
  Critical Hit 
  If and attack roll is made and a player rolls a 
  natural twenty, he hits automatically and the 
  amount of damage the attack does it doubled. 
  A natural twenty occurs if a twenty is rolled 
  directly, without any modifiers. 
   
  Critical Failure 
  The same a natural twenty always hit, a natural 
  one will always miss. 
   
  Distances and Weapon Range 
  All distances in SHINOBI & SAMURAI are 
  handles in an abstract manner. Thus, no 
  absolute range is given for missile weapons or 
  spells. It is recommended that the game master 
  determines the relative distance between 
  targets and judges whether an opponent can be 
  reach or not instead of keeping track of 
  absolute distances between all combatants. 
   
  Fist Fight 
  Instead of weapons, characters can also use 
  their fists to fight. A hit with a fist does 1d4 
  points of nonlethal damage. The bozu and the 
  sumotori are an exception here. They are 
  trained in unarmed combat and inflict damage 
  
  The Game 
  21 
  depended on their level while fighting 
  unarmed. 
   
  Grappling 
  To grapple an opponent, a combatant has to 
  make a successful unarmed attack. If the attack 
  is not successful, the opponent gets an attack 
  of opportunity. If the attack is successful, the 
  opponent is grappled and cannot move or 
  attack. To escape, it has to make a successful 
  unarmed attack. The attack can counter this 
  with an unarmed attack of its own. At the 
  game master’s discretion, attack and defender 
  receive a bonus or penalty for their size or 
  strength.  
   
  Immunity to Mundane Weapons 
  Certain creatures are immune to any weapons 
  but magical weapons. An exception are 
  monsters (but not player characters) with at 
  least five hit dice. These monsters ignore any 
  immunity against mundane weapons or 
  vulnerabilities only to certain weapons. 
   
  Invisible Opponents 
  Attacks against invisible targets – including 
  attacks in total darkness – are made at a -4 
  attack roll penalty. Some monsters with special 
  abilities are able to see invisible targets anyway, 
  though. 
   
  Magic in Combat 
  Instead of attacking or performing another 
  action, a spellcaster can also cast a spell in 
  combat. Spells are cast instantaneously, but 
  provoke an attack of opportunity. If the attack 
  hits, the caster has to make a saving throw or 
  the spell will be interrupted and is lost.  
   
  Nonlethal Damage 
  Sometimes, it is preferable to beat down an 
  opponent without killing him. In this case, a 
  character inflicts half nonlethal and half lethal 
  damage. Nonlethal damage is subtracted from 
  the hit points as well and recovered at a rate of 
  one hit point per hour or completely with a 
  night of rest. If nonlethal and real damage 
  combined reduce a character to naught hit 
  points, he falls unconscious. If the real damage 
  alone reduces him to naught hit points, the 
  character has accidentally been killed. 
   
  Second Rank 
  Long weapons like yari can reach through the 
  first rank of combat and can be used from the 
  back row. 
   
  Status Effects 
  Some abilities, items or monster attacks cause 
  a so-called status effect. Most of these hinder 
  player character and monsters in one way or 
  the other. Status effects can stack. If they 
  cannot be combined, the most severe one 
  applies. 
   
  Charmed: A charmed character is friendly to 
  the creature that caused the charm. That does 
  not mean it will obey said creature. 
   
  Confused: A confused character acts randomly. 
  At the beginning of each round, 2d6 is rolled. 
  The table below determines the character’s 
  behaviour for that round. 
   
  Table 24: Confusion Status Effect 
  Die Roll 
  Reaction 
  2 
  Attack offender 
  3 – 5 
  Attack offender and allies 
  6 – 8 
  Remain idle 
  9 – 11 
  Attack allies 
  12 
  Try to run away 
   
  Entangled: When a character is entangled, he 
  cannot move. Entangled characters that try to 
  cast a spell have to make a saving throw or the 
  spell is lost. 
   
  Paralysed: A paralysed character cannot move at 
  all, but can take still think clear. If a paralysed 
  character is attacked, he is hit automatically. 
   
  Stunned: A stunned character takes no actions, 
  but suffers no further penalties.  
  
  Shinobi & Samurai 
  22 
  Magic 
   
  Mahotsukai Spells 
   
  Level 1 
  Burning Hands 
  Charm Person 
  Feather Fall 
  Light I 
  Sleep 
   
  Level 2 
  Acid Arrow 
  Knock 
  Levitate 
  Light II 
  Web 
   
  Level 3 
  Dispel Magic 
  Fireball 
  Hold Person 
  Slow 
  Water Breathing 
   
  Level 4 
  Charm Monster 
  Confusion 
  Magic Eye 
  Polymorph 
  Telekinesis 
   
  Level 5 
  Animal Growth 
  Feeblemind 
  Hold Monster 
  Pass Wall 
  Toxic Cloud 
  Yojutsushi Spells 
   
  Level 1 
  Corpse Visage 
  Darkness I 
  Ghost Arrow 
  Skeletal Servant 
  Spider Climb 
   
  Level 2 
  Blastbones 
  Darkness II 
  Ghoulish Hands 
  Spectral Sense 
  Zombie Servant 
   
  Level 3 
  Darkvision 
  Ghoul Servant 
  Hold Undead 
  Life Drain 
  Speak with Dead 
   
  Level 4 
  Charm Undead 
  Cloak Undead 
  Corpse Feast 
  Insanity 
  Rot Flesh 
   
  Level 5 
  Animate Dead 
  Disguise Undead 
  Fear Aura 
  Lich Touch 
  Zone of Dread
  Genjutsushi Spells 
   
  Level 1 
  Alter Self 
  Auditory Illusion 
  Hypnotic Pattern 
  Unseen Servant 
  Wall of Fog 
   
  Level 2 
  Creeping Fog 
  Flash 
  Invisibility I 
  Mirror Image 
  Phantasmal Force 
   
  Level 3 
  Dancing Shadows 
  Fool's Gold 
  Haste 
  Invisibility II 
  Suggestion 
   
  Level 4 
  Dimension Door 
  Emotions 
  Shadow Door 
  Shadow Monsters I 
  Solid Fog 
   
  Level 5 
  Blink 
  Death Fog 
  Project Image 
  Shadow Monsters II 
  True Sight 
   
  Sohei Spells 
   
  Level 1 
  Cure Wounds I 
  Purify 
  Holy Aura I 
  Command 
  Shield 
   
  Level 2 
  Bless 
  Resist Elements 
  Silence 
  Speak with Animals 
  Zone of Truth 
   
  Level 3 
  Cure Disease 
  Cure Wounds II 
  Enchant Weapon 
  Remove Curse 
  Water Walk 
   
  Level 4 
  Air Walk 
  Hold Metal 
  Holy Aura II 
  Neutralise Poison 
  Speak with Plants 
   
  Level 5 
  Cure Wounds III 
  Dispel Evil 
  Finger of Death 
  Insect Plague 
  Iron Skin 
   
   
  
  Magic 
  23 
  Mahotsukai Spell Descriptions 
   
  Acid Arrow 
  Level: 2 
  Duration:- 
  Deals 2d4 points of damage plus 2d4 per round for an 
  additional round per three caster levels (ST halves). 
   
  Animal Growth 
  Level: 5 
  Duration: 1 hour 
  Causes 1d6 animals to grow to giant size (ST negates). 
   
  Burning Hands 
  Level: 1 
  Duration: - 
  Shoots fire out of the caster’s hands in an arc. All 
  creatures in range take one points of damage per caster 
  level. 
   
  Charm Monster 
  Level: 4 
  Duration: 1d6 hours 
  Causes a creature larger than a human to become 
  charmed (ST negates). 
   
  Charm Person 
  Level: 1 
  Duration: 1d6 hours 
  Causes a creature up to the size of a human to become 
  charmed (ST negates). 
   
  Confusion 
  Level: 4 
  Duration: 1 round/level 
  Causes 2d6 creatures to become confused (ST negates). 
  Creatures with less than four hit dice are not permitted 
  a saving throw. 
   
  Dispel Magic 
  Level: 3 
  Duration: - 
  Dispels a magical effect. 
   
  Feather Fall 
  Level: 1 
  Duration: 1 round/level 
  Slows down the falling speed of an object or creature 
  to that of a feather. 
   
  Feeblemind 
  Level: 5 
  Duration: Until dispelled 
  Makes a spellcaster feebleminded (ST -4 negates). 
   
  Fireball 
  Level: 3 
  Duration: - 
  Creates a blast of fire that deals 1d6 points of fire 
  damage per level to everyone in range (ST halves). 
   
  Hold Monster 
  Level: 5 
  Duration: 2d4 rounds 
  Causes 1d4 creatures larger than a human to become 
  stunned (ST negates). If a single creature can be 
  targeted as well (ST -2 negates). 
   
  Hold Person 
  Level: 3 
  Duration: 2d4 rounds 
  Causes 1d4 creatures no larger than a human to 
  become stunned (ST negates). If a single person can be 
  targeted as well (ST -2 negates). 
   
  Knock 
  Level: 2 
  Duration: - 
  Unlocks a mechanical or magical lock. 
   
  Levitate 
  Level: 2 
  Duration: 10 min/ level 
  Allows movement slightly above ground.  
   
  Light I 
  Level: 1 
  Duration: 1 hour 
  Lets an object shine as bright as a torch. 
   
  Light II 
  Level: 2 
  Duration: 2d4 hours 
  Lets a creature or object shine as bright as a torch. 
   
  Magic Eye 
  Level: 4 
  Duration: 1 hour 
  Conjures a scouting invisible magical eye that floats 
  twice as for as the caster. 
   
  Pass Wall 
  Level: 5 
  Duration: 1 min/ level 
  Creates a hole in solid matter large enough for a 
  human to walk through. 
   
  Polymorph 
  Level: 4 
  Duration: Until dispelled 
  Turn a creature into another of roughly the same size. 
   
  Sleep 
  Level: 1 
  Duration: 30 min 
  Puts one creature under four hit dice per level to sleep. 
   
  Slow 
  Level:3  
  Duration: 1 round/ level 
  Slows 2d6 creatures down to half speed. 
   
  Telekinesis 
  Level: 4 
  Duration: 30 min 
  Allows the caster to move objects with his mind. 
  
  Shinobi & Samurai 
  24 
  Toxic Cloud 
  Level: 5 
  Duration: 10 min 
  Forms a cloud that kills all creatures with less than five 
  hit dice (ST negates). Stronger creatures suffer 1d4 
  points of damage per caster level per round. 
   
  Water Breathing 
  Level: 3 
  Duration: 1 hour 
  Allows 3d4 creatures to breathe underwater. 
   
  Web 
  Level: 2 
  Duration: 1 round/ level 
  Creates a web that entangles everyone in it (ST 
  negates).  
   
   
  Yojutsushi Spell Descriptions 
   
  Animate Dead 
  Level: 5 
  Duration: - 
  Summons 1d6 undead per level above level seven that 
  fight for the caster. 
   
  Blastbones 
  Level: 2 
  Duration: - 
  Detonates a skeletal creature (ST negates if hostile) and 
  deals 2d4 points of damage to anyone in the 
  proximity. 
   
  Charm Undead 
  Level: 4 
  Duration: 1d6 hours 
  Causes 1d6 undead to become charmed (ST negates). 
   
  Cloak Undead 
  Level: 4 
  Duration: 10 min/ level 
  Makes undead around the caster invisible. 
   
  Corpse Feats 
  Level: 4 
  Duration: - 
  Heals 1d4 hit points per fresh corpse near the caster 
  for the caster and undead allies. 
   
  Corpse Visage 
  Level: 1 
  Duration: 1 hour 
  Lets the caster assume the face of a corpse. 
   
  Darkness I 
  Level: 1 
  Duration: 1 hour 
  Creates a globe of magical darkness. 
   
  Darkness II 
  Level: 2 
  Duration: 2d4 hours 
  Creates a globe of magical darkness that cannot be 
  countered by light magic. 
   
  Darkvision 
  Level: 3 
  Duration: 1 day 
  Allows the recipient to see in total darkness. 
   
  Disguise Undead 
  Level: 5 
  Duration: 10 min/ level 
  Makes undead around the caster look like healthy 
  individuals and undetectable. 
   
  Fear Aura 
  Level: 5 
  Duration: - 
  Makes hostile creatures that see the caster flee in terror 
  (ST negates). 
   
  Ghost Arrow 
  Level: 1 
  Duration: - 
  Deals 1d6+1 points of damage (ST halves). Ghosts are 
  not permitted a saving throw. 
   
  Ghoul Servant 
  Level: 3 
  Duration: 1d6 hours 
  Summons a ghoul that obeys the caster. 
   
  Ghoulish Claws 
  Level: 2 
  Duration: 1 round/level 
  Turns the caster’s hands into ghoul claws that strike 
  for 1d4 points of damage each and paralyse targets for 
  1d6 rounds (ST negates). 
   
  Hold Undead 
  Level: 3 
  Duration: 2d4 rounds 
  Causes 1d4 undead to become stunned (ST negates). If 
  a single undead can be targeted as well (ST -2 negates). 
   
  Insanity 
  Level: 4 
  Duration: Until dispelled 
  Causes the victim to become insane (ST negates). 
   
  Lich Touch 
  Level: 5 
  Duration: 1 round/level 
  The caster’s touch inflicts 1d10 points of cold damage 
  and causes the victim to be paralysed until healed (ST 
  negates). 
   
  
  Magic 
  25 
  Life Drain 
  Level: 3 
  Duration: - 
  Transfers 1d8 hit points per level plus one caster level 
  from one living creature to another (ST negates if 
  hostile). 
   
  Rot Flesh 
  Level: 4 
  Duration: - 
  Inflicts 2d6 points of damage plus one per caster level 
  upon touch against living creatures. 
   
  Skeletal Servant 
  Level: 1 
  Duration: 1d6 hours 
  Summons a skeleton that obeys the caster. 
   
  Speak with Dead 
  Level: 3 
  Duration: - 
  Allows the caster to gather information from corpses. 
   
  Spectral Sense 
  Level: 2 
  Duration: 1 hour 
  Gives caster access to the sense of a dead or undead. 
   
  Spider Climb 
  Level: 1 
  Duration: 10 min/level 
  Allows climbing like a spider. 
   
  Zombie Servant 
  Level: 2 
  Duration: 1d6 hours 
  Summons a zombie that obeys the caster. 
   
  Zone of Dread 
  Level: 5 
  Duration: 1 day /level 
  Creates a zone that forces anyone who enters to leave, 
  overcome by terror (ST negates). 
   
   
  Genjutsushi Spell Descriptions 
   
  Alter Self 
  Level: 1 
  Duration: 10 min/level 
  Lets the caster appear as a creature of roughly its size. 
   
  Auditory Illusion 
  Level: 1 
  Duration: 10 min/ level 
  Creates the illusion of sound being present. 
   
  Blink 
  Level: 5 
  Duration: 1 round/level 
  Lets the caster teleport his movement distance every 
  round and take only half damage from physical 
  attacks. 
  Creeping Fog 
  Level: 2 
  Duration: 1 hour 
  Creates a slowly moving fog bank of thick fog.  
   
  Dancing Shadows 
  Level: 3 
  Duration: 2 rounds/level 
  Creates flickering shadows that disorient creatures in 
  the area (ST negates) but grant stealthy creatures cover. 
   
  Death Fog 
  Level: 5 
  Duration: 1 round/level 
  Creates thick fog that halves the speed of everyone in 
  it, makes missile attacks impossible and deals 2d4 
  points of acid damage per round. 
   
  Dimension Door 
  Level: 4 
  Duration: - 
  Allows the caste to teleport to a place in sight. 
   
  Emotions 
  Level: 4 
  Duration: 1d6 rounds 
  Causes random emotions in 1d6 creatures (ST 
  negates). 
   
  Flash 
  Level: 2 
  Duration: 1d8 rounds 
  Blinds the target (ST negates). 
   
  Fool’s Gold 
  Level: 3 
  Duration: 6 rounds/level 
  Transforms copper or copper alloy into illusionary 
  gold. The gold transforms back upon touching iron. 
   
  Haste 
  Level: 3 
  Duration: 30 min 
  Doubles the speed of 2d6 creatures and grants them a 
  +2 bonus to attack rolls. 
   
  Hypnotic Pattern 
  Level: 1 
  Duration: 10 min/level 
  Creates a colour pattern that makes creatures stare at it 
  motionless (ST negates). Touching a victim breaks the 
  effect. 
   
  Invisibility I 
  Level: 2 
  Duration: 1 hour 
  Lets the recipient become invisible. The effect is 
  broken when the caster attacks someone. 
   
  
  Shinobi & Samurai 
  26 
  Invisibility II 
  Level: 3 
  Duration: 1 hour 
  Lets the recipient and everyone close to him become 
  invisible. The effect is broken when the caster attacks 
  someone. 
   
  Mirror Image 
  Level: 2 
  Duration: 1 hour 
  Creates 1d4 images around the caster move act like 
  him. If an image is hit, it disappears. 
   
  Phantasmal Force 
  Level: 2 
  Duration: 1 hour 
  Creates a human-sized illusion that deals 2d6 points of 
  damage if the victim believes it is real. 
   
  Project Image 
  Level: 5 
  Duration: 1 hour 
  Creates an illusionary copy of the caster under his 
  control. 
   
  Shadow Door 
  Level: 4 
  Duration: 1 round/level 
  Creates a door with a small room behind it. Creatures 
  in the room are ejected when the spell ends. 
   
  Shadow Monsters I 
  Level: 4 
  Duration: 1 round/level 
  Creates semi-real monsters with total hit dice equal to 
  hit dice of the caster. The monsters have one fifth of 
  the original’s hit points and no special attacks. 
   
  Shadow Monsters II 
  Level: 5 
  Duration: 1 round/level 
  Creates semi-real monsters with total hit dice equal to 
  one-and-a-half times those of the caster. The monsters 
  have one quarter of the original’s hit points and no 
  special attacks. 
   
  Solid Fog 
  Level: 4 
  Duration: 1 round/level 
  Creates thick fog that halves the speed of everyone in it 
  and makes missile attacks impossible. 
   
  Suggestion 
  Level: 3 
  Duration: 1 day/level 
  Makes the victim follow a suggestion by the caster (ST 
  negates). The victim  
   
  True Sight 
  Level: 5 
  Duration: 2 rounds/level 
  Allows the recipient to see the world how it really is in 
  all regards. 
  Unseen Servant 
  Level: 1 
  Duration: 1 hour 
  Creates an invisible magical servant that can do 
  physical work, but not fight. 
   
  Wall of Fog 
  Level: 1 
  Duration: 1 hour 
  Creates a static cloud of fog. 
   
   
  Sohei Spell Descriptions 
   
  Air Walk 
  Level: 4 
  Duration: 10 min/level 
  Allows the caster to walk on air as if it was solid. 
   
  Bless 
  Level: 2 
  Duration: 1 hour 
  Grants the recipient a +1 bonus to attack rolls and 
  saving throws. Cannot be cast during combat. 
   
  Command 
  Level: 1 
  Duration: - 
  Gives a creature a one-word command. The victim 
  will not obey suicidal orders. Very smart creatures or 
  creatures with more than five hit dice are permitted a 
  saving throw. 
   
  Cure Disease 
  Level: 3 
  Duration: - 
  Cures diseases, including magical ones. 
   
  Cure Wounds I 
  Level: 1 
  Duration: - 
  Heals 1d6+1 hit points. 
   
  Cure Wounds II 
  Level: 3 
  Duration: - 
  Heals 2d6+2 hit points. 
   
  Cure Wounds III 
  Level: 5 
  Duration: - 
  Heals 3d6+3 hit points. 
   
  Dispel Evil 
  Level: 5 
  Duration: - 
  Negates evil magic and repels evil creatures. 
   
  Enchant Weapon 
  Level: 3 
  Duration: 10 minutes 
  Causes a weapon to deal and additional 1d6 points of 
  damage and raises the enchantment level by one.  
  
  Magic 
  27 
  Finger of Death 
  Level: 5 
  Duration: - 
  Kills the target (ST negates). 
   
  Hold Metal 
  Level: 4 
  Duration: 1 round/level 
  Immobilises metal objects.  
   
  Holy Aura I 
  Level: 1 
  Duration: 1 hour 
  Grants the recipient a +1 bonus to armour class and 
  saving throws against evil creatures. 
   
  Holy Aura II 
  Level: 4 
  Duration: 1 hour 
  Grants 3d4 creatures a +1 bonus to armour class and 
  saving throws against evil creatures. 
   
  Insect Plague 
  Level: 5 
  Duration: 1 hour 
  Summons an insect swarm that lets all creatures with 
  less than three hit dice flee in terror. 
   
  Iron Skin 
  Level: 5 
  Duration: 1 hour 
  Lets the recipient absorb 1d6 physical attack plus one 
  per two caster levels. 
   
  Neutralise Poison 
  Level: 4 
  Duration: - 
  Neutralises the effect of a poison. 
   
  Purify 
  Level: 1 
  Duration: - 
  Purifies food or water. 
   
  Remove Curse 
  Level: 3 
  Duration: - 
  End the effect of a curse. 
   
  Resist Elements 
  Level: 2 
  Duration: 2d4 hours 
  Protects 2d6 people from harsh weather and 
  environmental dangers. 
   
  Shield 
  Level: 1 
  Duration: 2d6 rounds 
  Increases the caster’s armour class by three. 
   
  Silence 
  Level: 2 
  Duration: 3d6 rounds 
  Creates a zone of absolute silence around the caster. 
  Speak with Animal 
  Level: 2 
  Duration: 1 hour 
  Allows the caster to communicate with animals. 
   
  Speak with Plants 
  Level: 4 
  Duration: 1 hour 
  Allows the caster to communicate with plants. 
   
  Water Walk 
  Level: 3 
  Duration: 10 min/level 
  Allows one creature per caster level to walk on water. 
   
  Zone of Truth 
  Level: 2 
  Duration: 1 round/level 
  Creatures a zone around the caster where lying is not 
  possible. 
   
   
  
  Shinobi & Samurai 
  28 
  Bestiary 
   
  On their journey, the player characters will 
  face many dangers, one of them being 
  monsters. In the context of the SHINOBI & 
  SAMURAI rules, a monster is any creature the 
  players could potentially fight, even if it is a 
  human, animal or another creature not truly 
  monstrous. 
   
  Each monster is defined by a stats bock, which 
  includes all of its attacks and special traits. The 
  values are just the ones for an average member 
  of the monster’s race and may differ between 
  individuals. In general, the game master is 
  encouraged to create new monsters and modify 
  existing ones to surprise the players. The stats 
  block contains the following information: 
   
  Hit Dice determine the monster’s hit points. 
  Per hit die, 1d8 is rolled. If there is a plus next 
  to the number hit dice, the monster has 
  additional hit points. Some monsters do not 
  have a full hit die, but just a number of hit 
  points. Other than that, they are treated like a 
  creature with one hit die. Monsters gain their 
  number of hit dice as a bonus to attack rolls. 
  Additionally, monster with five or more hit 
  dice can damage creatures usually immune to 
  nonmagical weapons. In addition to the hit 
  dice, the average number of hit points is also 
  given (usually five hit points per hit dice). 
   
  The Challenge Level is a guideline to divide 
  the monsters into categories. It makes it a bit 
  easier to find monsters that are an adequate 
  challenge for the players. However, the 
  challenge 
  level 
  is 
  just 
  an 
  orientation. 
  Depending on the composition of the party, 
  some monsters can become a lot more 
  dangerous – or be a pushover. A monster will 
  roughly deplete one fifth of the resources of a 
  party of four characters of the same level. 
   
  The Armour Class determines how hard it is 
  to hit the monster in combat. It works like a 
  player character’s armour class. 
   
  Each monster has a Saving Throw value. 
  Monster saving throws work like player 
  character saving throws. 
   
  Speed is the monster’s movement rate. If more 
  than one value is shown here, the first one 
  usually refers to land speed, whereas the 
  second value is the speed for swimming, flying 
  or other types of movement. 
   
  Underneath, the monster’s Abilities are listed. 
  The first one is always the monster’s basic 
  attack and usually a physical melee attack. The 
  basic attack is the attack a monster uses for 
  attacks of opportunity. Some monsters can use 
  this attack twice per round, which will be 
  indicated. In case a monster has another attack 
  marked with an asterisk, it can use this attack 
  in addition to its basic attack. Other than the 
  basic attack, the monster may have special 
  abilities it can use instead of a basic attack or 
  certain traits that are always active. Numbers 
  in brackets behind attacks indicate the average 
  damage the attack does, which can be used 
  instead 
  of 
  actually 
  roll 
  for 
  damage. 
  Consequences of attacks written in italics 
  indicate that the ability causes a status effect. 
   
  Lastly, each monster has a Description. The 
  description 
  contains 
  only 
  flavour. 
  All 
  mechanical information is listed among the 
  aforementioned monster abilities. 
   
   
  
  Bestiary 
  29 
  Creating Monsters 
   
  This book provides more than a hundred 
  different monsters with unique abilities, 
  backstories and appearances. However, the 
  game master can – and should – alter these 
  monsters and create completely new ones to 
  keep the game interesting and the players on 
  their toes.  
   
  The number of hit dice a monster has roughly 
  indicates how strong it is. Without any special 
  abilities, a monster’s challenge level is equal to 
  its number of hit dice. The hit dice can also be 
  used to find an appropriate saving throw value 
  for a monster and to determine what armour 
  class is has and which amount of damage it 
  inflicts.  
   
  Table 25: Monster Hit Dice and Stats 
  HD 
  ST 
  AC 
  Damage 
  <1 
  18 
  12 
  1d4 
  1 
  17 
  13 
  1d6 
  2 
  16 
  14 
  1d6 
  3 
  14 
  14 
  1d8 
  4 
  13 
  15 
  1d8 
  5 
  12 
  15 
  1d8 
  6 
  11 
  16 
  2d6 
  7 
  9 
  16 
  2d6 
  8 
  8 
  17 
  2d8 
  9 
  6 
  18 
  2d8 
  10 
  5 
  18 
  3d6 
  11 
  4 
  19 
  3d6 
  12+ 
  3 
  19+ 
  3d6+ 
   
  The values shown above should only serve as 
  general guidelines, though. Special abilities, 
  secondary effects of attacks or multiple attacks 
  can make a monster lot stronger. 
   
  The table below can be used a guideline to 
  adjust the challenge level for monster with 
  special abilities – an monsters should have 
  special abilities, else they end up being nothing 
  but a bag of hit points that does a physical 
  attack. 
   
  Table 26: Monster Traits and Challenge Level 
  Monster Trait 
  Challenge Level 
  AC 20 or higher 
  +1 
  Automatic hit 
  +1 
  Causes status effect 
  +1 
  Disease 
  +1 
  Dragon breath 
  +2 
  Extra attack roll bonus 
  +1 
  Extra attack roll bonus 
  +1 
  Flyer 
  +1 
  Immune to mundane weapons 
  +1 
  Immune to single weapon type 
  +1 
  Instant death attack 
  +2 
  Invisibility 
  +1 
  Mind control 
  +2 
  Multiple attacks per round 
  +1 
  Regeneration 
  +1 
  Weak against certain attacks 
  -1 
   
  It is not necessary to re-invent the wheel all the 
  time, though. Sometimes it is enough to 
  simply re-skin a monster and give it a new 
  look and habitat without changing the actual 
  mechanics or to add a single trait. 
   
   
   
  
  Shinobi & Samurai 
  30 
  Alphabetical List of Monsters 
   
  Air Elemental, Greater ....................... 32 
  Air Elemental, Lesser ......................... 32 
  Akaname ........................................... 32 
  Akashita ............................................. 32 
  Akikage .............................................. 33 
  Amanojaku ........................................ 33 
  Amikiri .............................................. 33 
  Ant, Giant, Queen ............................ 34 
  Ant, Giant, Warrior .......................... 34 
  Ant, Giant, Worker ........................... 34 
  Aonyobo ............................................ 34 
  Ashura ............................................... 35 
  Awabi ................................................ 34 
  Azukiarai ........................................... 35 
  Bajang ............................................... 35 
  Bakekujira ......................................... 35 
  Bakemono ......................................... 36 
  Bakemono-toro ................................. 36 
  Bakeneko ........................................... 36 
  Baku .................................................. 36 
  Bat, Giant .......................................... 37 
  Bat, Monstrous .................................. 37 
  Bat, Vampire ..................................... 37 
  Bear, Black ........................................ 37 
  Bear, Cave ......................................... 37 
  Bee, Giant ......................................... 37 
  Bee, Giant, Queen ............................. 37 
  Beetle, Fire ........................................ 38 
  Beetle, Giant ..................................... 38 
  Bisan.................................................. 38 
  Boar ................................................... 38 
  Carp, Giant ....................................... 38 
  Carp, Monstrous ............................... 39 
  Centipede, Giant ............................... 39 
  Centipede, Huge ............................... 39 
  Centipede, Monstrous ....................... 39 
  Conthin ............................................. 39 
  Crab, Giant ....................................... 39 
  Crocodile ........................................... 40 
  Crocodile, Giant ................................ 40 
  Dragon, Coiled ................................. 40 
  Dragon, Earth ................................... 40 
  Dragon, Heavenly ............................. 41 
  Dragon, River .................................... 41 
  Dragon, Spirit ................................... 41 
  Dragon, Underworld ......................... 41 
  Earth Elemental, Greater ................... 42 
  Earth Elemental, Lesser ..................... 42 
  Fire Elemental, Greater ..................... 42 
  Fire Elemental, Lesser ........................ 42 
  Fox Monk ......................................... 42 
  Funayurei .......................................... 43 
  Furi ................................................... 43 
  Futakuchi-onna ................................. 43 
  Gashadokuro ..................................... 43 
  Ghoul ................................................ 43 
  Goblin Rat ........................................ 44 
  Hainu ................................................ 44 
  Hannya.............................................. 44 
  Harionago ......................................... 44 
  Hebijosei ........................................... 45 
  Hebi-no-onna .................................... 45 
  Hitotsumekozo .................................. 45 
  Ho-o .................................................. 46 
  Hsing-sing ......................................... 46 
  Human Ashigaru ............................... 46 
  Human Bandit .................................. 46 
  Human Woko ................................... 46 
  Hyakuhei ........................................... 47 
  Ikuchi ................................................ 47 
  Ishidzukuishishi ................................. 47 
  Isonade .............................................. 47 
  Jikiketsugaki ...................................... 48 
  Jikinikugaki ....................................... 48 
  Jikininki ............................................ 48 
  Jishinmushi ....................................... 49 
  Jorogumo .......................................... 49 
  Jubokko ............................................. 49 
  Kaeruningen ...................................... 49 
  Kamaitachi ........................................ 50 
  Kappa ................................................ 50 
  Kappa-ti ............................................ 50 
  Kenku ................................................ 51 
  Kitsune .............................................. 51 
  Koha-ai .............................................. 51 
  Koifolk .............................................. 51 
  Koropokkuru ..................................... 52 
  Kubinonaibushi ................................. 52 
  Kuchisake-onna ................................. 52 
  Kurok ................................................ 53 
  Kyojin................................................ 53 
  Kyonshi ............................................. 53 
  Langgui ............................................. 54 
  Lizard Samurai .................................. 54 
  Lizard Samurai Captain ..................... 54 
  Mamono ............................................ 54 
  Mantis, Giant .................................... 54 
  Maun-Ge ........................................... 55 
  Menshen ............................................ 55 
  Mogurajin ......................................... 55 
  Mushroomfolk .................................. 56 
  Nezumi .............................................. 56 
  Ningyo .............................................. 56 
  Nue ................................................... 56 
  Octopus, Giant .................................. 57 
  Oni .................................................... 57 
  Oni Mage .......................................... 57 
  Oniaka ............................................... 58 
  Onikage ............................................. 58 
  Oniyama ............................................ 58 
  Onyudo ............................................. 58 
  Origami Warrior ............................... 59 
  Owl, Giant ........................................ 58 
  Paper Ghost ....................................... 59 
  Poh .................................................... 59 
  Rat, Dire............................................ 59 
  Raven ................................................ 60 
  Rokurokubi ....................................... 60 
  Satori ................................................. 60 
  Shadow Samurai ................................ 61 
  Shansao .............................................. 61 
  Shikkigaki .......................................... 61 
  Shocker Lizard ................................... 62 
  Shrangaathi ........................................ 62 
  Skeleton ............................................. 62 
  Spider, Bone ...................................... 62 
  Spider, Giant ..................................... 62 
  Tako .................................................. 63 
  Tasloi ................................................. 63 
  Tengu ................................................ 63 
  Terracotta Horseman......................... 63 
  Terracotta Soldier .............................. 64 
  Tiger .................................................. 64 
  Toad, Fire .......................................... 64 
  Toad, Giant ....................................... 64 
  Todawan Master ................................ 64 
  Tortoise, Giant .................................. 65 
  Troll, Marsh ...................................... 65 
  Troll, Shadow .................................... 65 
  Wang-Liang ....................................... 65 
  Wanyudo ........................................... 66 
  Water Elemental, Greater .................. 66 
  Water Elemental, Lesser .................... 66 
  Wolf .................................................. 66 
  Wolf, Dire ......................................... 66 
  Xiao ................................................... 67 
  Yama-Uba.......................................... 67 
  Yeti .................................................... 67 
  Yienhool ............................................ 67 
  Yuki-onna .......................................... 68 
  Yurmp ............................................... 68 
  Yurmp Wrestler ................................. 68 
  Zashiki-Warashi ................................ 68 
  Zombie .............................................. 69 
   
   
  
  Bestiary 
  31 
  Monsters by Challenge Level 
   
  Challenge Level 1 
  Air Elemental, Lesser ................................. 31 
  Amikiri ...................................................... 32 
  Bakemono ................................................. 35 
  Bee, Giant ................................................. 36 
  Centipede, Huge ....................................... 38 
  Earth Elemental, Lesser ............................. 41 
  Fire Elemental, Lesser ................................ 41 
  Furi............................................................ 42 
  Hitotsumekozo .......................................... 44 
  Hsing-sing ................................................. 45 
  Human Ashigaru ....................................... 45 
  Human Bandit .......................................... 45 
  Koropokkuru ............................................. 51 
  Maun-Ge ................................................... 54 
  Nezumi ...................................................... 55 
  Ningyo ...................................................... 55 
  Oniaka ....................................................... 57 
  Onikage ..................................................... 57 
  Rat, Dire.................................................... 58 
  Raven ........................................................ 59 
  Shrangaathi ................................................ 61 
  Skeleton ..................................................... 61 
  Spider, Bone .............................................. 61 
  Tasloi ......................................................... 62 
  Water Elemental, Lesser ............................ 65 
  Yienhool .................................................... 66 
   
  Challenge Level 2 
  Akaname.................................................... 31 
  Ant, Giant, Worker ................................... 33 
  Awabi ........................................................ 33 
  Bee, Giant, Queen ..................................... 36 
  Beetle, Fire ................................................ 37 
  Carp, Giant ............................................... 37 
  Funayurei .................................................. 42 
  Human Woko ........................................... 45 
  Kaeruningen .............................................. 48 
  Kenku ........................................................ 50 
  Koifolk ...................................................... 50 
  Oniyama .................................................... 57 
  Origami Warrior ....................................... 58 
  Owl, Giant ................................................ 57 
  Paper Ghost ............................................... 58 
  Rokurokubi ............................................... 59 
  Shansao ..................................................... 60 
  Shocker Lizard ........................................... 61 
  Wolf .......................................................... 65 
  Xiao ........................................................... 66 
  Zombie ...................................................... 68 
   
  Challenge Level 3 
  Amanojaku ................................................ 32 
  Ant, Giant, Warrior ................................... 33 
  Bakeneko ................................................... 35 
  Bat, Vampire ............................................. 36 
  Crab, Giant ............................................... 38 
  Crocodile ................................................... 39 
  Fox Monk .................................................. 41 
  Ghoul ........................................................ 42 
  Hyakuhei ................................................... 46 
  Jikininki .................................................... 47 
  Kuchisake-onna ......................................... 51 
  Lizard Samurai .......................................... 53 
  Mogurajin ................................................. 54 
  Mushroomfolk .......................................... 55 
  Spider, Giant .............................................. 61 
  Toad, Giant ............................................... 63 
  Zashiki-Warashi ......................................... 67 
   
  Challenge Level 4 
  Bakemono-toro .......................................... 36 
  Bear, Black ................................................. 37 
  Beetle, Giant .............................................. 38 
  Boar ........................................................... 38 
  Centipede, Giant ........................................ 39 
  Futakuchi-onna .......................................... 43 
  Goblin Rat ................................................. 44 
  Hainu ......................................................... 44 
  Harionago .................................................. 44 
  Hebijosei .................................................... 45 
  Kamaitachi ................................................. 50 
  Kitsune ....................................................... 51 
  Tako ........................................................... 63 
  Toad, Fire .................................................. 64 
  Wanyudo ................................................... 66 
  Wolf, Dire .................................................. 66 
   
  Challenge Level 5 
  Bat, Giant .................................................. 37 
  Ho-o .......................................................... 46 
  Kappa ......................................................... 50 
  Koha-ai ...................................................... 51 
  Kurok ......................................................... 53 
  Kyojin ........................................................ 53 
  Langgui ...................................................... 54 
  Oni ............................................................ 57 
  Poh............................................................. 59 
  Satori .......................................................... 60 
  Tengu......................................................... 63 
  Terracotta Soldier ....................................... 64 
  Tiger .......................................................... 64 
  Troll, Marsh ............................................... 65 
  Yurmp ........................................................ 68 
   
  Challenge Level 6 
  Aonyobo .................................................... 34 
  Azukiarai .................................................... 35 
  Centipede, Monstrous ................................ 39 
  Conthin ..................................................... 39 
  Crocodile, Giant ........................................ 40 
  Dragon, Spirit ............................................ 41 
  Ikuchi ......................................................... 47 
  Jikinikugaki ................................................ 48 
  Jubokko ..................................................... 49 
  Lizard Samurai Captain .............................. 54 
  Octopus, Giant .......................................... 57 
  Shadow Samurai ......................................... 61 
  Yurmp Wrestler.......................................... 68 
   
  Challenge Level 7 
  Bajang ........................................................ 35 
  Bear, Cave .................................................. 37 
  Dragon, Earth ............................................ 40 
  Ishidzukuishishi ......................................... 47 
  Jishinmushi ................................................ 49 
  Jorogumo ................................................... 49 
  Mamono .................................................... 54 
  Oni Mage ................................................... 57 
  Troll, Shadow ............................................ 65 
  Wang-Liang ............................................... 65 
  Yama-Uba .................................................. 67 
  Yeti ............................................................ 67 
   
  Challenge Level 8 
  Air Elemental, Greater ............................... 32 
  Akashita ..................................................... 32 
  Akikage ...................................................... 33 
  Ant, Giant, Queen ..................................... 34 
  Baku .......................................................... 36 
  Dragon, River ............................................ 41 
  Earth Elemental, Greater ........................... 42 
  Fire Elemental, Greater .............................. 42 
  Kappa-ti ..................................................... 50 
  Kyonshi ..................................................... 53 
  Shikkigaki .................................................. 61 
  Tortoise, Giant .......................................... 65 
  Water Elemental, Greater .......................... 66 
   
  Challenge Level 9 
  Bat, Monstrous .......................................... 37 
  Carp, Monstrous ........................................ 39 
  Gashadokuro ............................................. 43 
  Isonade ...................................................... 47 
  Nue ............................................................ 56 
  Onyudo ..................................................... 58 
  Terracotta Horseman ................................. 63 
  Yuki-onna .................................................. 68 
   
  Challenge Level 10 
  Dragon, Coiled .......................................... 40 
  Hannya ...................................................... 44 
  Mantis, Giant ............................................ 54 
   
  Challenge Level 11 
  Bisan .......................................................... 38 
  Menshen .................................................... 55 
  Todawan Master ........................................ 64 
   
  Challenge Level 12 
  Dragon, Underworld ................................. 41 
  Jikiketsugaki .............................................. 48 
   
  Challenge Level 13+ 
  Ashura ....................................................... 35 
  Bakekujira .................................................. 35 
  Dragon, Heavenly ...................................... 41 
  Hebi-no-onna ............................................ 45 
  Kubinonaibushi ......................................... 52 
   
   
   
  
  Shinobi & Samurai 
  32 
  Monster Descriptions 
   
  Air Elemental, Lesser 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 12 
  Saving Throw: 18 
  Speed: 15 
   
   
  Wind Blast: 1d2 (2), the victim is knock off 
  its feet unless a saving throw is made. 
  Unsteady: The elemental has a +2 armour 
  class bonus against ranged attacks. 
   
   
  The lesser air elemental manifests itself as a 
  small zephyr-like breeze. It attacks by whirling 
  up debris and is capable of blowing out torches 
  and scattering small items. 
   
   
  Air Elemental, Greater 
  CL: 8 
  Hit Dice: 8 (40) 
  Armour Class: 16 
  Saving Throw: 8 
  Speed: 36 
   
   
  Slam: 2d8 (9) 
  Whirlwind: All creatures with less than two 
  hit dice are blown away and most likely 
  killed. 
   
   
  Air elementals are semi-sentient creatures 
  associated with the element of air. They look 
  vaguely humanoid and appear mostly as 
  servants of powerful sorcerers. 
   
   
   
   
  Akaname  
  CL: 2 
  Hit Dice: 1+1 (6) 
  Armour Class:13 
  Saving Throw: 17 
  Speed: 12 
   
   
  Tongue Lash: 1d6 (4). The tongue of an 
  aka-name does an extra point of damage 
  against targets who are not wearing at least 
  three points of worth of armour. 
  Disease: Anyone wounded by an akaname 
  must make a saving throw after the battle or 
  contract a disease. The major symptom is a 
  fever that puts the character out of action 
  for a number of days equal to the hit points 
  lost fighting the creatures. 
   
   
  These 
  long-tongued 
  creatures 
  live 
  near 
  wherever human waste might be found, for 
  that is their sustenance. Akaname travel in 
  packs during night time and are remarkably 
  territorial. In combat, akaname prefer to 
  concentrate on one 
  foe at a time using 
  their long tongues as 
  whips 
  to 
  slash, 
  disarm or trip their 
  enemy. The filthy 
  lifestyle of akaname 
  makes 
  them 
  the 
  perfect 
  disease 
  carrier. 
   
   
  Akashita 
  CL: 8 
  Hit Dice: 7 (35) 
  Armour Class: 15 
  Saving Throw: 9 
  Speed: 12 
   
   
  Claws: 2x1d6 (4) 
  Tongue: 1d8 (5) 
  Black Smoke: And one who engages the 
  akashita in melee combat has to make a 
  saving throw at the end of each round or 
  will start coughing and suffer a -3 penalty to 
  attack rolls during the next round. 
   
   
  The akashita is an evil spirit that hides in a 
  huge cloud of black smoke. To attack its prey, 
  
  Bestiary 
  33 
  it emerges as a long-tongued, red-haired beast. 
  Seeing an akashita is considered to be a bad 
  omen. 
   
   
   
   
  Akikage 
  CL: 8 
  Hit Dice: 6+3 (33) 
  Armour Class: 18 
  Saving Throw: 10 
  Speed: 18 
   
   
  Ninja-to: 2x1d6 (4) 
  Death Blow: 3d6 (11). If the victim fails a 
  saving throw, its heart freezes and it dies. 
  The akikage has to be visible to use this 
  attack.  
  Stealth: The akikage can become invisible at 
  will and imposes a -4 penalty on its 
  opponents’ surprise rolls.  
  Weapon 
  Immunity: 
  The 
  akikage 
  is 
  immune to mundane weapons. 
   
   
  The akikage is the spirit of a ninja assassin that 
  died on an important mission. It will not rest 
  until its final mission is complete. Akikage are 
  almost completely silent will never speak. 
  However, animals can sense the akikage and 
  will become nervous when one is present. 
   
   
  Amanojaku 
  CL: 3 
  Hit Dice: 2+1 
  Armour Class: 14 
  Saving Throw: 16 
  Speed: 9 
   
   
  Bite: 1d4 (3) 
  Tanto: 1d6 (5) 
  Mind Reader: The amanojaku can read 
  human minds and detect a human’s greatest 
  desire. 
  Skin Thief: The amanojaku can take the 
  skin of any human it kills. This will also 
  allow it to imitate said person’s voice almost 
  perfectly. 
   
   
  In their true form, amanojaku look almost like 
  oni, but are only half as tall as a human. An 
  amanojaku uses its supernatural abilities to 
  find out what a human’s inner desire it and 
  then instigates it into committing acts of evil, 
  just to frustrate it ultimately. Sometimes, an 
  amanojaku will take the form of one of its 
  former victims as a disguise. 
   
   
  Amikiri 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 13 
  Saving Throw: 17 
  Speed: 9 
   
   
  Claws: 2x1d2 (2) 
   
   
  The amikiri has a 
  worm-like body, a 
  bird’s headed and 
  lobster 
  claws. 
  Despite 
  lacking 
  wings, it is able to 
  fly 
  perpetually. 
  Amikiri are also 
  known 
  as 
  net 
  cutters due to their habit of cutting fishing 
  nets whenever possible. They also like to sneak 
  upon people and cut off their hair, but tend to 
  flee if threatened. 
   
   
  
  Shinobi & Samurai 
  34 
  Ant, Giant, Queen 
  CL: 8 
  Hit Dice: 10 (50) 
  Armour Class: 16 
  Saving Throw: 5 
  Speed:  3 
   
   
  Bite: 1d6 (4) 
  Queen’s Guard: While close to the queen, 
  other giant ants gain a +1 bonus to attack 
  rolls. 
   
   
  The queen of the giant ants is almost 
  immobile, but tougher than the average ant. If 
  the queen is attacked, all ants will rush to her 
  defence. If she is killed, the hive will be in 
  chaos. 
   
   
  Ant, Giant, Warrior 
  CL: 3 
  Hit Dice: 2+2 (12) 
  Armour Class: 16 
  Saving Throw: 14 
  Speed:  18 
   
   
  Poisonous Bite: 2d6 (7). A saving throw is 
  permitted for half damage. 
   
   
  About one in five ants is warrior ant 
  designated to protecting the hive. Warrior ants 
  are slightly tougher than workers and have a 
  poisonous bite. 
   
   
  Ant, Giant, Worker 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 16 
  Saving Throw: 16 
  Speed:  18 
   
   
  Bite: 1d6 (4) 
   
   
  Giant ants live in subterranean hives in almost 
  every climate zone. They can even dig through 
  stone. The ants are absolutely loyal to their 
  queen and will fight to the death to protect 
  her. 
   
   
  Awabi 
  CL: 2 
  Hit Dice: 2+1 (11) 
  Armour Class: 13 
  Saving Throw: 16 
  Speed:  9/12 
   
   
  Claw: 1d6 (4) 
  Aquatic: When fighting in water against a 
  creature that itself is not aquatic, the awabi 
  gains a +1 bonus to attack rolls. 
   
   
  Awabi are sea demons that live in salt water 
  and prey on fishermen. They are evil and live 
  in underground sea caves guarded by sharks. 
  They gather large sea shells which are used to 
  house their precious jewels. Awabi appear as 
  fish-like humanoids with webbed feet and 
  hands that end in terrible claws. 
   
   
  Aonyobo 
  CL: 6 
  Hit Dice: 4 (20) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 12/9 
   
   
  Ghost Touch: 1d6 (4). The victim has to 
  make a saving throw or will be paralysed for 
  2d6 (7) rounds. 
   
   
  This 
  malicious 
  female spirit – 
  also known as the 
  blue wife – can 
  be found lurking 
  in the ruins of 
  old castles. She 
  resembles an old 
  courtly lady with 
  blue 
  skin, 
  blackened teeth, 
  and no eyebrows. The aonyobo is capable of 
  flight and prefers to ambush victims from 
  above – often hiding in the rafters of half-
  ruined buildings to swoop down upon the 
  unsuspecting. In the outdoors, an aonyobo 
  will often chase down any escaped prey in a 
  relentless, airborne hunt. 
   
   
  
  Bestiary 
  35 
  Ashura 
  CL: 15 
  Hit Dice: 15 (75) 
  Armour Class: 21 
  Saving Throw: 3 
  Speed: 15 
   
   
  Claws: 4x1d8 (5) 
  Katana: 4x1d8+2 (7) 
  Maw: 1d6 (4). The victim has to make a 
  saving throw or will be stunned for 2d4 (7) 
  rounds. 
   
   
  Ashura are powerful demons. They sometimes 
  appear as human, but they true form is that of 
  a humanoid with a horrid form, four arms and 
  a horrid maw in its stomach. Ashura command 
  hoards of oni and steadily work to corrupt 
  humans and undermine the gods. 
   
   
  Azukiarai 
  CL: 6 
  Hit Dice: 4+1 (21) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed:  12/12 
   
   
  Ghost Touch: 1d4 (3). The victim has to 
  make a saving throw or will be paralysed for 
  2d4 (5) rounds. 
  Bite: 1d6 (4). This attack can only be used 
  against paralysed victims. 
  Weapon Immunity: Azukiarai are immune 
  to mundane weapons. 
   
   
  The azukiarai are a race of diminutive 
  cannibal-listic ghosts that feed on azuki beans 
  when there is no human flesh to be found. 
  They can sometimes be heard by riversides in 
  the forest, washing their beans and singing 
  eerie songs. They appear as tiny old men with 
  yellow eyes, carrying buckets of azuki beans. 
  Azukiarai try to paralyse their victims and eat 
  them alive. 
   
   
  Bajang 
  CL: 7 
  Hit Dice: 6 (30) 
  Armour Class: 17 
  Saving Throw: 11 
  Speed: 12 
   
   
  Claws: 2x1d4 (3). The victim has to make a 
  saving throw or suffers a -1 malus to its next 
  saving throw or attack roll. 
  Treebound: Damaging the bajang’s tree will 
  damage the bajang accordingly. A bajang 
  can only be killed by destroying its tree. If 
  slain in combat, its invisible spirit will 
  return to the tree and the bajang will 
  regenerate fully within a day. 
   
   
  The bajang is an evil tree spirit. When not one 
  with its tree, the bajang looks like a stocky 
  human with wispy hair, pale brown skin and 
  feet like the claws of a crow. Bajang like to 
  terrorise remote villages and prey on the weak 
  and helpless.  
   
   
  Bakekujira 
  CL: 16 
  Hit Dice: 16 (80) 
  Armour Class: 14 
  Saving Throw: 2 
  Speed: 18 
   
   
  Slam: 6d6 (21) 
  Weapon Immunity: The bakekujira can 
  only be damaged by magic or magical 
  weapons. 
   
   
  The bakekujira is a gargantuan ghost that 
  appears as a skeletal whale. It is often 
  accompanied by ghostly birds and fish. 
  Bakekujira are not always aggressive, but can 
  sink ships without effort if angered. 
   
   
   
   
  
  Shinobi & Samurai 
  36 
  Bakemono 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 12 
  Saving Throw: 18 
  Speed:  9 
   
   
  Wakizashi: 1d6 (4) 
  Nocturnal: The bakemono can see in 
  darkness, but suffers a -1 penalty to attack 
  rolls in bright sun light. 
   
   
  The bakemono is a small, dim-witted 
  goblinoid creature. While physically weak, 
  bakemono live in large groups and rarely 
  attack unless they clearly outnumber their 
  opponents. No two bakemono look quite 
  alike. Their skin can be everything from 
  orange to bright red or deep blue. Bakemono 
  talk in high, shrill voices. Many of them are 
  vagabonds and some are led by oni . 
   
   
  Bakemono-toro 
  CL: 4 
  Hit Dice: 3 
  Armour Class: 15 
  Saving Throw: 14 
  Speed:  12 
   
   
  Wakizashi: 1d6+1 (5) 
  Claw: 1d6 (4) 
  Stone Shape: The bakemono-toro can turn 
  into a single stone object within a second. It 
  is immune to all spells and powers that 
  would change its shape, as well as all forms 
  of petrification. 
   
   
  Bakemono-toro are slow-witted goblinoids 
  with warty skin. They have the power to take 
  on the appearance of a single large object made 
  of stone, usually a stone lantern. The 
  transformation from stone to bakemono-toro 
  takes less than a second, so the bakemono-toro 
  can often make their first attack with complete 
  surprise. When killed they revert back to their 
  stone item form – along with all their 
  equipment – and it will show the damage 
  caused by the killing blow.  
   
   
  Bakeneko 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 18 
   
   
  Wakizashi: 1d6 (4) 
  Claw: 1d4 (3) 
  Alter Self: The bakeneko can assume the 
  shape of a cat or that of a human. In cat 
  form, it cannot use weapons other than its 
  claws, but gains a +2 bonus to armour class. 
   
   
  Bakeneko are a race of curious shapechangers. 
  They true form is that of a house cat, though 
  they spend most of their time as slightly feline 
  humans. Bakeneko are not very serious and 
  often play pranks on humans. 
   
   
  Baku 
  CL: 8 
  Hit Dice: 7+3 (38) 
  Armour Class: 17 
  Saving Throw: 8 
  Speed: 12 
   
   
  Tusks: 2x1d6 (4) 
  Invisibility: The baku can become invisible 
  at will, but not attack while being invisible. 
  Trumpeting Roar: All creatures that hear 
  the roar have to make a saving throw or will 
  suffer 1d8 (5) points of damage and be 
  paralysed for 1d4 rounds. The baku can use 
  this attack every four rounds. 
   
   
  The baku is a strange, 
  chimeric 
  creature. 
  It 
  looks not unlike an 
  elephant, but has brown 
  fur and tiger legs. The 
  majority of baku are shy 
  and benevolent, working 
  secretly for the good of 
  all races. A small but active minority are evil, 
  causing harm wherever possible. Baku feed on 
  human dreams. Good baku will consume 
  nightmares while evil baku eat other dreams. 
   
   
  
  Bestiary 
  37 
  Bat, Giant 
  CL: 5 
  Hit Dice: 4 (20) 
  Armour Class: 12 
  Saving Throw: 13 
  Speed:  3/18 
   
   
  Bite: 1d8 (5) 
   
   
  Carnivorous giant bats do not suck blood, but 
  are still dangerous opponents with a bite 
  deadly for common humanoids. 
   
   
  Bat, Monstrous 
  CL: 9 
  Hit Dice: 8 (40) 
  Armour Class: 13 
  Saving Throw: 8 
  Speed:  3/18 
   
   
  Bite: 2d8 (9) 
  Claws*: 1d6 (4) 
   
   
  This type of bat is twice the size of a human 
  and attacks with its claws and bite. It is feared 
  by peasants and swoops down on its victims to 
  carry them away. 
   
   
  Bat, Vampire 
  CL: 3 
  Hit Dice: 1+3 (8) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed:  3/18 
   
   
  Bite: 1d6 (4) 
  Bloodsucker: For every successful attack, 
  the vampire bat regenerates a hit point. 
   
   
  This bird-sized bat is feared for sucking blood 
  and transmitting diseases. It regenerates one 
  hit point with each bite. 
   
   
  Bear, Black 
  CL: 4 
  Hit Dice: 4+1 (21) 
  Armour Class: 12 
  Saving Throw: 13 
  Speed: 12 
   
   
  Claws: 2x1d3 (2) 
  Bite: 1d6 (4) 
  Bear Hug: When the bear hits an opponent 
  with both claws, it hugs it for an additional 
  1d8 (5) points of damage. 
   
   
  Bears are strong predators, but usually not 
  aggressive unless threatened or hungry. Bear 
  pelt does not grant much protection against 
  weapons, but keeps the wearer warm. Bear 
  liver is valued as a drug in some places. 
   
   
  Bear, Cave 
  CL: 7 
  Hit Dice: 7 
  Armour Class: 15 
  Saving Throw: 9 
  Speed: 15 
   
   
  Claws: 2x1d6 (4) 
  Bite: 1d8 (5) 
  Bear Hug: When the bear hits an opponent 
  with both claws, it hugs it for an additional 
  1d12 (7) points of damage. 
   
   
  The cave bear belongs to an ancient breed of 
  bears. It has more than twice the size of a 
  normal bear and is ill-tempered and territorial. 
   
   
  Bee, Giant 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 12 
  Saving Throw: 18 
  Speed: 9/3 
   
   
  Sting: 1d3 (2). Anyone stung by a bee has 
  to make a saving throw vs. death or suffer an 
  additional 1d8 (5) points of damage. If a 
  bee successfully stings an opponent, it will 
  die the next round from the trauma. 
  Bee Wings: Bee wings are paper-thin and 
  flammable. When the bee takes fire damage, 
  they will burn away. 
   
   
  Giant bee act mostly as normal bees, but are a 
  lot more dangerous due to their size. Near 
  their hives, which are often underground, 
  giant bees will attack almost anyone.  
   
   
  Bee, Giant, Queen 
  CL: 2 
  Hit Dice: 1+2 (7) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 9/3 
   
   
  Sting: 1d4 (3). Anyone stung by a bee has 
  to make a saving throw vs. death or suffer an 
  additional 1d10 (6) points of damage. 
   
   
  The queen of giant bees is always the toughest 
  member of her colony. She will not lose her 
  sting after using it. 
   
  
  Shinobi & Samurai 
  38 
  Beetle, Fire 
  CL: 2 
  Hit Dice: 1+2 (7) 
  Armour Class: 15 
  Saving Throw: 17 
  Speed:  12/12 
   
   
  Bite: 1d4+1 (5) 
   
   
  The fire beetle’s light glands glow in a red 
  light. If removed, they will continue to glow 
  for some time. 
   
   
  Beetle, Giant 
  CL: 4 
  Hit Dice: 3 
  Armour Class: 16 
  Saving Throw: 14 
  Speed:  9 
   
   
  Bite: 3d6 (11) 
   
   
  Giant beetles react slowly and are usually not 
  threat, but may accidentally try to eat resting 
  humans or fall under the control of dark 
  powers. 
   
   
  Bisan 
  CL: 10 
  Hit Dice: 10 (50) 
  Armour Class: 20 
  Saving Throw: 5 
  Speed: 24 
   
   
  Strike: 1d10 (6) 
  Cold Gaze: The target is paralysed for 2d4 
  (7) rounds unless it makes a saving throw. 
  Many Forms: The bisan can turn invisible 
  at will and assume the form of any 
  humanoid roughly its size. 
  Treebound: A bisan can only be killed by 
  destroying its tree. If slain in combat, its 
  invisible spirit will return to the tree and the 
  bisan will regenerate fully within a day. 
  However, the bisan will not take damage 
  when her tree is merely damaged, but not 
  destroyed. 
   
   
  The bisan is a tree spirit, like the bajang. 
  However, unlike bajang, it is a benevolent and 
  a protector of nature. Bisan usually leave 
  humans alone unless they harvest wood too 
  aggressively and might even assist communities 
  that bring them offerings. In its true from, the 
  bisan looks like a human woman with long, 
  black hair. 
   
  Boar 
  CL: 4 
  Hit Dice: 3+3 (18) 
  Armour Class: 12 
  Saving Throw: 14 
  Speed:  15 
   
   
  Gore: 3d4 (8) 
  Boar Fury: When the boar is reduced two 
  naught hit points, it continues to attack for 
  two rounds before it drops dead. 
   
   
  Boars do nor-
  mally not attack 
  humans, but can 
  get 
  aggressive 
  and dangerous if 
  their offspring is 
  endangered 
  or 
  when they are 
  cornered. Boars 
  are carnivorous. 
  While 
  they 
  mostly stick to eating ground nesting birds or 
  smaller reptiles, they are not above hunting 
  down deer or other larger creatures. 
   
   
  Carp, Giant 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 12 
   
   
  Bite: 1d6 (4) 
   
   
  The giant carp is a carp of remarkable size. 
  Though peaceful most of the time, it 
  sometimes attacks swimmers. Giant carp live 
  in all kinds of rivers and freshwater lakes.  
   
   
   
   
  
  Bestiary 
  39 
  Carp, Monstrous 
  CL: 9 
  Hit Dice: 8 
  Armour Class: 15 
  Saving Throw: 8 
  Speed: 12 
   
   
  Bite: 2d8 (9). If this attack deals ten points 
  of damage or more, the victim has been 
  swallowed. A swallowed victim takes 1d4 (3) 
  points of damage per round and can only 
  use weapons no larger than a dagger while in 
  the carps stomach. 
   
   
  Some carps reach an incredible size and are 
  large enough to swallow whole humans. 
  According to legend, all dragons start their life 
  as a carp.   
   
   
  Centipede, Giant 
  CL: 4 
  Hit Dice: 2 (10) 
  Armour Class: 14 
  Saving Throw: 16 
  Speed:  15 
   
   
  Bite: 1d8 (5). The target has to make a 
  saving throw at a +6 bonus or will die. 
   
   
  The giant centipede is a big as a human and 
  roams the sewers of large cities. It is feared for 
  its highly potent venom. 
   
   
  Centipede, Huge 
  CL: 1 
  Hit Dice: 1d2 hp (1) Armour Class: 10 
  Saving Throw: 18 
  Speed:  12 
   
   
  Bite: 1d2 (1). The target has to make a 
  saving throw at a +4 bonus or will be 
  stunned for 1d4 (3) rounds. Furthermore, 
  the limb bitten will be almost useless for one 
  day. 
   
   
  The huge centipede is a venomous arthropod 
  living in forests, but also in larger cities.  
   
   
  Centipede, Monstrous 
  CL: 6 
  Hit Dice: 4 (20) 
  Armour Class: 19 
  Saving Throw: 13 
  Speed:  18 
   
   
  Bite: 3d8 (14). The target has to make a 
  saving throw at a +4 bonus or will die. 
   
   
  The monstrous centipede is a nightmare 
  almost ten metres long. It is surprisingly quick 
  and 
  hunts 
  down 
  even 
  medium-sized 
  mammals. 
   
   
  Conthin 
  CL: 6 
  Hit Dice: 5 (25) 
  Armour Class: 13 
  Saving Throw:  
  Speed: 12 
   
   
  Fan: 1d4 (3) 
  Dominate: The conthin can take over a 
  person’s body if the victim fails a saving 
  throw. She can attempt this only once per 
  victim per day. If the conthin is damaged 
  while possessing someone, she also takes half 
  the damage the host body suffers. 
  Hideous Laughter: All victims that hear the 
  laughter have to make a saving throw or will 
  become insane for 3d4 (8) days. The 
  conthin can use this ability once per night. 
   
   
  The conthin is the spirit of a maiden that died 
  before her time. She appears as a beautiful 
  young woman and is often accompanied by a 
  pair of cranes, wears fine clothes and carries a 
  large fan. During daytime, the conthin will 
  rest in a tree. During the night, she will scout 
  the area around her tree for humans to kill and 
  devour. 
   
   
  Crab, Giant 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 15 
  Saving Throw: 14 
  Speed: 15 
   
   
  Pincers: 1d6+2 (6) 
   
   
  Giant crabs are popular for their tasty meat. 
  However, hunters often underestimate their 
  speed. 
   
  
  Shinobi & Samurai 
  40 
   
   
   
  Crocodile 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 15 
  Saving Throw: 14 
  Speed: 9/12 
   
   
  Bite: 1d8 (5) 
   
   
  Crocodiles are patient predators which lay 
  motionless and well-concealed until their prey 
  is in reach. On land, they are surprising fast, 
  but have trouble changing their direction 
  quickly. Crocodile leather is a valuable 
  product. 
   
   
  Crocodile, Giant 
  CL: 6 
  Hit Dice: 6 
  Armour Class: 16 
  Saving Throw: 11 
  Speed: 9/12 
   
   
  Bite: 2d8 (9) 
  Tail Slap: 1d6 (4). Opponents slapped by 
  their tail will be knocked back and need one 
  round to get up and going again. 
   
   
  Giant crocodiles can be up to eight metres 
  long. They fear few other creatures and will 
  even attack other predators.  
   
   
  Dragon, Coiled 
  CL: 10 
  Hit Dice: 8 
  Armour Class: 17 
  Saving Throw: 7 
  Speed:  9/24 
   
   
  Claws: 2x1d6 (4) 
  Bite*: 2d10 (11) 
  Ghost Fire: The coiled dragon can 
  surround itself by ghostly blue fire that deals 
  1d6 (4) points of damage per round to 
  anyone in it. If ended or dispelled, the 
  dragon cannot use the ghost fire again for 
  2d4 (5) rounds. 
   
   
  The coiled dragon, also called panlong, has a 
  thin, long, almost serpentine body. Coiled 
  dragons are guardians of crypts or temples. 
  They like to eat fruit and often have minions 
  that tend orchards for them.  
   
   
   
   
  Dragon, Earth 
  CL: 7 
  Hit Dice: 6 
  Armour Class: 17 
  Saving Throw: 10 
  Speed:  9/24 
   
   
  Claws: 2x1d4 (3) 
  Bite*: 2d6 (7) 
  Earthquake: Once per day, the earth can 
  cause an earthquake that deals 2d10 (11) 
  points of damage to everybody around it. 
  The earthquake hits automatically, but a 
  saving throw for half damage is permitted. 
   
   
  The earth dragon is also known as the dilong. 
  Earth dragons are winged and live in the 
  underground or in remote lairs in the 
  mountains. According to legend, the earth 
  dragons are sent by the gods to punish 
  heretical communities.  
   
  
  Bestiary 
  41 
   
  Dragon, Heavenly 
  CL: 13 
  Hit Dice: 11 (55) 
  Armour Class: 17 
  Saving Throw: 4 
  Speed:  9/24 
   
   
  Claws: 2x1d8 (5) 
  Bite*: 2d10 (11) 
  Dragon Breath: The dragon can breathe 
  heavenly fire every third round that 
  automatically deals 4d8 (18) points of 
  damage to everyone in front of the dragon. 
  A saving throw for half damage is permitted. 
   
   
  The tianlong, also known as the heavenly 
  dragons, is the guardian of heavenly palaces 
  and pulls divine chariots. The heavenly 
  dragons can fly without wings and is the 
  strongest of all dragons. 
   
   
  Dragon, River 
  CL: 8 
  Hit Dice: 7 
  Armour Class: 17 
  Saving Throw: 9 
  Speed:  12/24 
   
   
  Claws: 2x1d4 (3) 
  Bite*: 3d6 (11) 
  Tail Slap: 2d8 (9). This attack hits all 
  opponents in front of the dragon and can be 
  used every third round. The target has to 
  make a saving throw or will be stunned for 
  1d4 rounds. 
  Aquatic: When fighting in water against a 
  creature that itself is not aquatic, the dragon 
  gains a +3 bonus to attack rolls. 
   
   
  The river dragon, also called jiaolong, 
  resembles a giant serpent. It lives in large river 
  or other water bodies and is said to be the 
  protector of all aquatic life. Many fishing 
  communities worship river dragons. 
   
   
   
   
  Dragon, Spirit 
  CL: 6 
  Hit Dice: 5 
  Armour Class: 16 
  Saving Throw: 11 
  Speed:  12 
   
   
  Claws: 2x1d4 (3) 
  Bite*: 2d4 (5) 
  Spiked Tail: 2d8 (9). The spirit dragon can 
  use this attack every third round. 
   
   
  The spirits dragon, also called shenlong, is the 
  mediator between the gods and the mortals. 
  They 
  assist 
  heavenly 
  dragons 
  and 
  are 
  sometimes found in human communities 
  where they secretly live among the people in 
  human form. They are among the smallest of 
  dragons. 
   
   
  Dragon, Underworld 
  CL: 12 
  Hit Dice: 10 
  Armour Class: 17 
  Saving Throw: 5 
  Speed:  15 
   
   
  Claws: 2x1d8 (5) 
  Bite*: 3d10 (16) 
  Dragon Breath: The dragon can breathe 
  purple 
  fire 
  every 
  third 
  round 
  that 
  automatically deals 2d12 (13) points of 
  damage to everyone in front of the dragon. 
  A saving throw for half damage is permitted. 
   
   
  The fucanglong, also known as the underworld 
  dragon or the dragon of hidden treasures, is a 
  dragon that lives in a vast cave complex. It 
  hoards great treasures and is said to live on 
  gems.   
   
   
  
  Shinobi & Samurai 
  42 
  Earth Elemental, Lesser 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 16 
  Saving Throw: 18 
  Speed: 9 
   
   
  Bite: 1d4 (3) 
  Rock Hide: The elemental is immune to 
  piercing weapons and takes only half 
  damage from edged weapons. 
   
   
  Lesser earth elementals look like fist-sized 
  rocks when dormant. Once awakened, they 
  roll towards their target and attack by leaping 
  and biting. 
   
   
  Earth Elemental, Greater CL: 8 
  Hit Dice: 8 (40) 
  Armour Class: 18 
  Saving Throw: 8 
  Speed: 6 
   
   
  Slam: 4d6 (14). The damage is halved if the 
  target is not standing on the ground. 
  Pass Rock: The elemental moves through 
  rock and earth freely. 
   
   
  Earth elementals look like humanoids made of 
  rock and stone. They are slow, but feared for 
  their remarkable physical power. 
   
   
  Fire Elemental, Lesser 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 13 
  Saving Throw: 18 
  Speed: 2 
   
   
  Ram: 1d2 (2) 
  Made of Fire: Smothering the fire orb with 
  a cloak or similar object will damage it for 
  1d4 points of damage. Otherwise, it can 
  only be damaged by cold-based magic. 
   
   
  The lesser fire elemental appears as small ball 
  of yellow fire. If under control by someone, it 
  can be ordered to hide inside a torch. 
   
  Fire Elemental, Greater 
  CL: 8 
  Hit Dice: 8 (40) 
  Armour Class: 17 
  Saving Throw: 8 
  Speed: 12 
   
   
  Slam: 2d6 (7). The target will take 1d4 (3) 
  points of fire damage each round if it wears 
  flammable clothes. Smothering the flames 
  for one round will put them out. 
   
   
  Fire elementals look like living flames of 
  vaguely humanoid form. They have a tendency 
  to ignite anything they touch. 
   
   
  Fox Monk 
  CL: 3 
  Hit Dice: 2+3 (13) 
  Armour Class: 12 
  Saving Throw: 15 
  Speed: 15 
   
   
  Bite: 1d4 (3) 
  Strike: 1d3 (2). Unless the target makes a 
  saving throw, it drops everything it carries 
  and moves at half speed for 1d4 rounds. 
  Dodging Leap: For the next round, the fox 
  monk receives a +3 bonus to armour class 
  against all physical attacks. 
  Protective Aura: Once per day, the fox 
  monk can grant an individual a +1 bonus to 
  armour class and saving throws for three 
  hours. 
  Purification: Once per day, the fox monk 
  can purify half a dozen meals. 
   
   
  The fox monk is a short fox-like humanoid, 
  garbed in a shabby, quilted robe and bearing 
  only a begging bowl and walking stick. Fox 
  monks have taken vows of poverty and 
  transience; they rely upon charity for food and 
  somewhere to sleep, never staying in one area 
  for more than a few days. A fox monk’s 
  unarmed strike causes the target’s nervous 
  system to spasm, causing it to drop any items 
  held. Despite their vows, these pious beggars 
  are considered troublemakers by most civilised 
  folk. 
   
   
  
  Bestiary 
  43 
  Funayurei 
  CL: 2 
  Hit Dice: 1+1 (6) 
  Armour Class: 14 
  Saving Throw: 17 
  Speed: 12 
   
   
  Ghost Touch: 1d6 (4) 
  Ghostly: The funayurei is immune to 
  mundane weapons, mind control and 
  poison. 
   
   
  Funayurei are the ghosts of people who died at 
  sea. They appear as they did in life, but pale 
  and translucent. Funayurei sometimes have 
  ghost ships of their own, trying to sink as 
  many ships as possible and swell their number.  
   
   
  Furi 
  CL: 1 
  Hit Dice: 1d4 (3) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 18/24 
   
   
  Bite: 1d2 (2) 
  Toughness: The furi can be damaged by 
  nothing but bludgeoning weapons. 
   
   
  The furi are a race of small monkey-like 
  animals with spotted fur and red eyes. They 
  are good climbers and can glide over 
  remarkable distances. Furi are usually not 
  aggressive and like to eat spiders. They are 
  known for their supernatural toughness. 
   
   
  Futakuchi-onna 
  CL: 4 
  Hit Dice: 3 
  Armour Class: 13 
  Saving Throw: 14 
  Speed: 12 
   
   
  Wakizashi: 1d6 (3) 
  Bite: 1d4 (3) 
  Horrid Hair*: The futakuchi-onna can 
  strike with her hair twice per round. If a 
  target is hit once, it is grabbed. If hit twice, 
  it is stunned, dragged to the mouth and 
  automatically takes 1d4 (3) points of 
  damage each round. 
   
   
  Futakuchi-onna are cursed women with a 
  second mouth on the back of their head, 
  which is usually covered by hair. The mouth 
  consumes large amount of food. If left unfed, 
  it will start to scream and ultimately animate 
  the futakuchi-onna’s hair to strange and feed 
  on other humans. 
   
   
   
   
  Gashadokuro 
  CL: 9 
  Hit Dice: 8 (40) 
  Armour Class: 16 
  Saving Throw: 7 
  Speed: 15 
   
   
  Bite: 2d10 (11) 
  Made of Bones: Gashadokuro take only 
  half damage from piercing weapons. They 
  are not affected by mind control or other 
  effects only affected living creatures. 
   
   
  Gashadokuro are gargantuan skeletons created 
  from the bones of dozens of people. They have 
  been used by evil and good sorcerers alike. 
  Gashadokuro attack by trying to bite their 
  victim’s head off. 
   
   
   
   
  Ghoul 
  CL: 3 
  Hit Dice: 2 (10) 
  Armour Class: 13 
  Saving Throw: 16 
  Speed: 9 
   
   
  Claws: 1d4 (3). If victim fails a saving 
  throw, it will be paralysed for 2d6 (7) 
  rounds. 
  Bite*: 1d4 (3) 
   
   
  Ghouls look a bit like zombies, but do not rot 
  and have long teeth and fingernails. They hunt 
  
  Shinobi & Samurai 
  44 
  in pack and eat corpses. If none are available, 
  fresh meat will do as well. Some say that 
  ghouls are mahotsukai that died while being 
  corrupted by dark magic. 
   
   
  Goblin Rat 
  CL: 4 
  Hit Dice: 3 (15) 
  Armour Class: 13 
  Saving Throw: 14 
  Speed: 12 
   
   
  Bite: 1d3 (2) 
  Tanto*: 1d6 (4) 
  Change Shape: The goblin rat can alter 
  between a humanoid and a rat shape. In rat 
  shape, it cannot use weapons but gains a +2 
  bonus to armour class and speed. 
  Ailurophobia: When a goblin rat sees a 
  feline, it has to make a saving throw or will 
  be paralysed for 2d4 (5) rounds. If the save is 
  made, the goblin rat will not be affected by 
  cats or cat-like creatures for the rest of the 
  day. 
   
   
  The goblin rat is an evil shapechanger that can 
  assume the form of a human or that of a dire 
  rat. Goblin rats are found in cities or near 
  villages on the countryside. They often live in 
  sewers or are associated with the local guild of 
  thieves. Goblin rats are scared for cats and all 
  cat-like creatures. 
   
   
  Hainu 
  CL: 4 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 18/12 
   
   
  Bite: 1d6 (4) 
  Dive: When the hainu dives before it 
  attacks its opponent, it receives a +1 bonus 
  to its attack roll. 
   
   
  The hainu is a ferocious winged dog that is 
  known to attack people and livestock. It 
  typically dwells in rugged mountainous 
  terrain. Hainu mate for life and live in family 
  packs led by an alpha male. 
   
   
  Hannya 
  CL: 10 
  Hit Dice: 8+2 (42) 
  Armour Class: 17 
  Saving Throw: 8 
  Speed: 12 
   
   
  Claws: 2x1d8 (5) 
  Bite*: 1d4 (3) 
  Snake 
  Tail: 
  1d4 
  (3). 
  The 
  victim 
  automatically suffers 1d4 (3) points of 
  damage every round. It can free itself with a 
  successful saving throw. 
  Suggestion: Once per day, a hannya can 
  implant a suggestion into the mind of a 
  victim that fails a saving throw at a -3 
  penalty. 
   
   
  The hannya is an evil creature with the lower 
  body of a serpent and the torso of an old hag. 
  She has a forked tongue and black eyes.  
   
   
  Harionago 
  CL: 4 
  Hit Dice: 4 (20) 
  Armour Class: 15 
  Saving Throw: 13 
  Speed: 12 
   
   
  Tanto: 1d6 (4) 
  Razor Hair: 1d4 (3). The harionago can use 
  this attack once per round against every 
  opponent in range. 
   
   
  The harionago is a monster in form of a 
  beautiful woman with long, lustrous hair. 
  However, its hair is prehensile and each strand 
  tipped with a razor-sharp end. Harionago can 
  slay common humans quickly and will eat 
  them afterwards.    
   
   
  
  Bestiary 
  45 
  Hebijosei 
  CL: 3 
  Hit Dice: 3+1 (16) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 12 
   
   
  Tanto: 1d6 (4) 
  Snake Lady: A hebijosei can communicate 
  and control all species of snakes. She can 
  have up to six ophidian servants. She is 
  immune to all forms of toxins and has the 
  power to heal any form of snake venom 
  poisoning. 
  Snake Skin: The hebijoei casts off her skin 
  like that of a snake and becomes invisible 
  for 1d4 (3) rounds. This trick can only be 
  used once every week. 
  Snake Tattoo: The hebijosei exposes her 
  snake tattoos and paralyses the target with its 
  hypnotic patterns unless the target makes a 
  saving throw. Only the departure of the 
  hebijosei or damaging the victim will end 
  this. This ability cannot be used more than 
  once against the same target during a fight. 
   
   
  Hebijosei are tall, beautiful females whose 
  bodies are covered in intertwining snake 
  tattoos. Rare and solitary, more than anything 
  else they seek to mate with human males to 
  breed and propagate their species. The child of 
  hebijosei will always be a hebijosei herself. 
  Hebijosei are not warriors and rarely carry 
  weapons, preferring to let their snakes do the 
  fighting. If necessary, they will use their 
  magical tattoos to defend themselves. 
   
   
  Hebi-no-onna 
  CL: 14 
  Hit Dice: 12 
  Armour Class: 20 
  Saving Throw: 3 
  Speed: 12 
   
   
  Snake Arms: 2x1d6 (4). If both attacks hit, 
  the victim suffers and additional 1d6 (4) 
  points of damage. 
  Snake Eyes: The victim is paralysed for 2d4 
  (5) rounds. The hebi-no-onna needs to 
  make eye contact for this ability to work. 
  Snake Fang: The victim is confused for 1d6 
  (4) rounds. 
  Snake Lady: The hebi-no-onna speaks the 
  language of serpents, can command snakes 
  and is immune to all toxins. 
  Penumbral Door: The hebi-no-onna can 
  teleport over short distances instead of 
  walking 
  provided 
  she 
  can 
  see 
  her 
  destination. 
   
   
  The hebi-no-onna is a woman associated with 
  snakes, not unlike the hebijosei. Unlike the 
  hebijosei, the hebi-no-onna is corrupted and 
  evil. She has two snakes instead of hands, a 
  feature usually hidden in the sleeves of her 
  robes. Hebi-no-onna live among humans are 
  often leaders of a snake cult. Sometimes the 
  members are not even aware of the true nature 
  of their priestess. Hebi-no-onna like to live a 
  luxurious life and collect art and jewellery. 
   
   
  Hitotsumekozo 
  CL: 1 
  Hit Dice: 1d4 (3) 
  Armour Class: 10 
  Saving Throw: 18 
  Speed: 9 
   
   
  Creepy 
  Child: 
  Anyone 
  who 
  sees 
  a 
  hitosumekozo for the first time has to make 
  a saving throw with a +2 bonus or will run 
  in terror for 2d4 (7) rounds. 
   
   
  Hitosumekozo appear as 
  bald 
  children 
  in 
  traditional 
  monk’s 
  clothing with only a single 
  eye. 
  They 
  are 
  not 
  aggressive,  but like to 
  scare humans.  
   
  
  Shinobi & Samurai 
  46 
  Ho-o 
  CL: 5 
  Hit Dice: 4 (20) 
  Armour Class: 14 
  Saving Throw: 12 
  Speed: 3/24 
   
   
  Beak: 1d8 (5) 
  Hypnotic Song: The victim is charmed and 
  will listen to the song while slowly moving 
  towards the ho-o unless it makes a saving 
  throw. The effect continues as long as the 
  bird sings and one round thereafter. 
   
   
  The ho-o is a golden bird with a beautiful 
  singing voice. The ho-o’s songs have a 
  hypnotising effect on its prey. Once the prey is 
  drowsy, the bird quickly kills it with its sharp 
  beak. Ho-o avoid prey too large to overwhelm 
  easily, but will use their song defensively too. 
   
   
  Hsing-sing 
  CL: 1 
  Hit Dice: 1+1 (6) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 12/9 
   
   
  Bite: 1d6 (4) 
  Bone Club: 1d8 (5) 
  Blow Dart: 1d2 (2). The victim is stunned 
  for a round unless it makes a saving throw at 
  a +2 bonus. Once the save is made, the 
  victim becomes resistant to the poison for 
  the next 2d6 (7) days. 
   
   
  The hsing-sing are a race of ape-like 
  humanoids that live in remote mountain and 
  forest areas. Hsing-sing have long, shaggy 
  white hair that turns golden with age and bald 
  heads. They are good swimmers and as smart 
  as humans, though they only use very 
  primitive technology. Some hsing-sing use 
  blow darts coated with a paralysing poison. 
   
   
  Human Ashigaru 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 11 
  Saving Throw: 17 
  Speed: 12 
   
   
  Yari: 1d6 (4) 
  Leader’s Spirit: While close to his samurai 
  commander, the ashigaru receives a +1 
  bonus to attack rolls. 
   
   
  Ashigaru are troops employed by samurai. 
  They are generally armed with hara-ate-gawa 
  and a mace, wakizashi or spear. Most ashigaru 
  are conscripted peasants. 
   
   
  Human Bandit 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 12 
   
   
  Wakizashi: 1d6 (4) 
  Hankyu: 1d4 (3) 
   
   
  Bandits thieves acting outside and urban 
  environment, usually in groups. Some bandits 
  form even small armies under the command of 
  robber barons or bandit lords. 
   
   
  Human Woko 
  CL: 2 
  Hit Dice: 1+1 (6) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 12 
   
   
  Wakizashi: 1d6 (4) 
  Fearless: The wokou is immune to all of 
  fear. He is a fierce fighter and attacks with a 
  +1 bonus to saving throws. 
   
   
  Travelling the seas has always been a prospect 
  rife with danger, and foremost among these are 
  the woko, the dreaded pirate brotherhood. 
  This vicious scourge is composed of all sorts, 
  lowborn men who fled their homeland, 
  highborn fallen into ruin, ronin, yakuza, the 
  fiendish, the desperate and the downright 
  insane.  Woko are greatly feared and known to 
  be utterly without mercy. They take no 
  prisoners except those that might be sold as 
  slaves, particularly children and women. 
   
   
  
  Bestiary 
  47 
  Hyakuhei 
  CL: 3 
  Hit Dice: 3 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 6 
   
   
  Katana: 1d8 (4) 
  Phalanx: While close to at least two others 
  of its kind, the hyakuhei gains a +1 bonus to 
  armour class and attack rolls. 
  Zombified: Hyakuhei are immune to spells 
  inducing sleep and cannot be mind-
  controlled like living beings. 
   
   
  Hyakuhei are zombified samurai. While 
  looking mostly like common zombie in 
  samurai gear, hyakuhei have retained their 
  intelligence and ability to use their katana. 
   
   
  Ikuchi 
  CL: 6 
  Hit Dice: 6 (30) 
  Armour Class: 17 
  Saving Throw: 11 
  Speed: 15 
   
   
  Constriction: 2d8 (9) 
  Aquatic: When fighting in water against a 
  creature that itself is not aquatic, the ikuchi 
  gains a +2 bonus to attack rolls. 
   
   
  The ikuchi is an incredible long ell-like sea 
  creature. Its body is coated with a sticky, oily 
  substance. Ikuchi are attracted to boats for an 
  unknown reason, often circling around them 
  and filling them with oil. If angered, an ikuchi 
  might try to wind itself around a boat and 
  crush it. 
   
   
   
   
  Ishidzukuishishi 
  CL: 7 
  Hit Dice: 5+2 (12) 
  Armour Class: 18 
  Saving Throw: 12 
  Speed: 9 
   
   
  Stone Claw: 1d10 (6) 
  Inorganic: The Ishidzukuishishi is immune 
  to effects that affect only living beings, like 
  mind control. 
  Stone Skin: Ishidzukuishishi suffer only half 
  damage from cutting weapons and none at 
  all from piercing or wooden ones. A natural 
  roll of a one or two on an attack roll using 
  any of those means the weapon beaks as it 
  strikes 
  the 
  stony 
  hide 
  of 
  the 
  ishidzukuishishi. 
   
   
  Flanking the entryways to temples and 
  government buildings it is usual to find a pair 
  of stylized lions in protective poses. Some of 
  these are known to become animate and fight 
  to defend the building from intruders.  
   
   
  Isonade 
  CL: 9 
  Hit Dice: 8 (40) 
  Armour Class:  
  Saving Throw: 8 
  Speed: 18 
   
   
  Tail Slap: 2d10 (11). The target has to 
  make saving throw or will fall prone. 
  Tail Sweep: 1d8 (5). This attack can hit up 
  to three targets close to each other. 
  Aquatic: When fighting in water against a 
  creature that itself is not aquatic, the isonade 
  gains a +2 bonus to attack rolls. 
   
   
  The isonade is an enormous shark-like 
  monster with a barbed tail. It actively hunts 
  humans by sweeping across the deck of smaller 
  boats and also preys on swimmers close to the 
  beach. 
   
   
  
  Shinobi & Samurai 
  48 
  Jikiketsugaki 
  CL: 12 
  Hit Dice: 8 (40) 
  Armour Class: 18 
  Saving Throw: 8 
  Speed: 12 
   
   
  Claw: 1d6 (4) 
  Bite*: 1d6 (4). If the attack is successful, the 
  jikiketsugaki remains gripped to the victim 
  and drains it automatically each round. 
  Regeneration: The jikiketsugaki regenerates 
  one hit point per round. 
  Gaki: The jikiketsugaki is immune to fire, 
  cold and mundane weapons. It can turn 
  invisible at will and walk through wall three 
  times a day. 
   
   
  Gaki are the spirits of the wicked dead turned 
  into horrible monsters. The precise nature of 
  the crimes committed by the gaki in life 
  determines the in which they haunt the living. 
  The jikiketsugaki is a creature driven to 
  consume the blood of human victims. Many 
  jikiketsugaki were greedy merchants or corrupt 
  bureaucrats in life. 
   
   
  Jikinikugaki 
  CL: 6 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 12 
   
   
  Claw: 1d6 (4) 
  Bite: 1d6 (4) 
  Gaki: The jikinikugaki is immune to fire, 
  cold and mundane weapons. It can turn 
  invisible at will and walk through wall three 
  times a day. 
   
   
  The jikinikugaki is the spirit of a murderer and 
  the most common gaki. Jikinikugaki are 
  always hungry, but can never end their hunger, 
  no matter how much they eat. Jikinikugaki 
  travel in packs during the night, always 
  looking for human corpses to unearth and 
  consume. Should they find none, they will slay 
  living humans and eat their flesh. Graveyards 
  and lonely roads or trails are associated with 
  these creatures. 
   
   
  Jikininki 
  CL: 3 
  Hit Dice: 2 (10) 
  Armour Class: 13 
  Saving Throw: 16 
  Speed: 9 
   
   
  Claw: 1d6 (4) 
  Frightful 
  Appearance: 
  Any 
  mortal 
  witnessing the jikininki’s horrifying sight, 
  finds himself stunned in fear for 2d6 (7) 
  rounds if he fails a saving throw. 
  Illusionary Shape: The jikininki can 
  magically disguise itself with an illusion to 
  pass as normal human being. This illusion 
  only works during daytime and after 
  nightfall a jinkininki has no way to conceal 
  its true appearance. 
   
   
  Similar to the gaki in 
  appearance, 
  these 
  undead originate from 
  greedy, 
  selfish 
  or 
  impious individuals who 
  are cursed after death to 
  seek out and eat human 
  corpses. Jikininki do this 
  at night, scavenging for newly dead bodies and 
  food offerings left for the dead. Jikininki look 
  like decomposing cadavers, with sharp claws 
  and glowing eyes. 
   
   
  
  Bestiary 
  49 
  Jishinmushi 
  CL: 7 
  Hit Dice: 5+4 (29) 
  Armour Class: 17 
  Saving Throw: 12 
  Speed: 9/6 
   
   
  Bite: 2d6 (7) 
  Earthquake: By striking their abdomen on 
  the ground it can send tremors which grow 
  to the effects of an earthquake after 1d4+1 
  (4) rounds. At that point the insect takes to 
  the air to avoid the consequences of the 
  trembling ground. Those attacking a 
  jinshinmushi in melee while it is causing 
  tremors must make one saving throw per 
  round or fall to the ground. Getting back on 
  one’s feet takes one round. The earthquake 
  topples walls and creates fissures. A creature 
  has a one-in-six chance of falling into a 
  fissure and dying during the earthquake. 
   
   
  This species of giant beetle prowls forests and 
  fields looking for meat, which forms its main 
  diet, and has been known to attack people and 
  cattle. In combat, jinshinmushi bite with their 
  powerful mandibles. Their most feared trait 
  however is the ability to generate small 
  earthquakes. 
   
   
  Jorogumo 
  CL: 7 
  Hit Dice: 4 (20) 
  Armour Class: 12 
  Saving Throw: 13 
  Speed: 9 
   
   
  Bite: 1d6. If the target fails a saving throw, 
  it takes an additional 2d6 (7) points of 
  damage due to the jorogumo’s venom. 
  Spider Charm: In human forms, the 
  jorogumo can charm humanoids twice per 
  day. If the target fails a saving throw, it is 
  dominated by the jorogumo. 
  Spider Web: In spider form, the jorogumo 
  an throw a web. The target has to make a 
  saving throw or will be entangled and 
  dragged to the jorogumo in 1d3 (2) rounds. 
  The victim can make a saving throw each 
  round to break free. 
   
   
  Jorogumo are large, ancient spiders than can 
  take the shape of a beautiful woman. They 
  typically make their homes in deep pools or 
  near waterfalls, though they are not confined 
  to water. In spider shape, these shapechangers 
  use entangling webs to drag victims into their 
  underwater lairs. 
   
   
  Jubokko 
  CL: 6 
  Hit Dice: 4 (20) 
  Armour Class: 13 
  Saving Throw: 13 
  Speed: - 
   
   
  Braches: 4x1d6 (4). When two or more 
  branches hit the same target in a single 
  round, the target is stunned. While attacking 
  stunned targets, the jubokko ignores all 
  armour. 
   
   
  The jubokko, also called vampire trees, grow 
  on battlefields or other scenes of bloody 
  carnage, where so much human blood may be 
  shed on the ground that it is sucked up in 
  great quantities by the roots of nearby trees. 
  These trees grow up nourished by this blood, 
  and knowing no other sustenance, they begin 
  to thirst for the blood of human beings. They 
  will wait motionless, appearing as a normal 
  tree, until some unsuspecting person passing 
  beneath is snatched up by its branches and 
  murdered. The trees then feast upon their 
  victim’s blood. 
   
   
  Kaeruningen 
  CL: 2 
  Hit Dice: 1 (5) 
  Armour Class: 13 
  Saving Throw: 17 
  Speed: 6/18 
   
   
  Spear: 1d6 (4). When the kaeruningen leaps 
  towards its opponent, it deals an additional 
  point of damage. 
  Claws: 1d4 (3) 
   
   
  Kaeruningen are an amphibious frog-like race 
  of humanoids. They dwell deep in the heart of 
  dismal swamps and reed plains, making their 
  homes in bamboo huts built atop platforms 
  five metres above the water line. They use their 
  powerful legs to leap into these huts without 
  the need for a ladder or stairs. They typically 
  keep giant toads as pets and guard animals.  
   
  
  Shinobi & Samurai 
  50 
  Kappa 
  CL: 5 
  Hit Dice: 4 (20) 
  Armour Class: 15 
  Saving Throw: 13 
  Speed: 9/18 
   
   
  Slam: 1d6+3 (7) 
  Suplex: 1d4 (3). The victim falls prone and 
  needs one round to get back on its feet. 
  Head Bowl: Once the kappa’s head bowl is 
  emptied, it moves at half speed, its slam 
  attack only inflicts only 1d6 (4) points of 
  damage and it cannot use its suplex. 
  Kappa Shell: When attack from behind, the 
  kappa gains a +3 bonus to armour class. 
   
   
  Kappa 
  are 
  an 
  amphibian 
  race 
  of 
  anthropomorphic turtles. They are small in 
  stature, but surprisingly strong and excellent 
  wrestlers. Kappa are not necessarily malicious, 
  but do not care much for others. Their most 
  distinctive feature is their water-filled head 
  bowl. Once the head bowl is emptied, the 
  kappa’s physical power drops dramatically. 
  The kappa will try to replenish it with water 
  from its home pond as quickly as possible, 
  though any water will do in an emergency – 
  unless it is salt water. Kappa are can be tricked 
  into bowing down 
  and spilling the water, 
  but are usually too 
  cunning to do so and 
  manage to keep the 
  water in even while 
  wrestling. 
   
   
   
  Kappa-ti 
  CL: 8 
  Hit Dice: 6 (30) 
  Armour Class: 15 
  Saving Throw: 10 
  Speed: 9/18 
   
   
  Slam: 1d6+4 (8) 
  Head Bowl: Once the kappa-ti’s head bowl 
  is emptied, it moves at half speed,  its slam 
  attack only inflicts only 1d6 (4) points of 
  damage. 
  Regeneration: The kappa-ti regenerates 
  three hit points per round. 
   
   
  Kappa-ti are an even stronger, hideous breed 
  of kappa with no shell. They are despised by 
  common kappa and are always encountered 
  alone or in mated pairs. Kappa-ti have 
  remarkable regenerative abilities and can even 
  regrow severed limbs. 
   
   
  Kamaitachi 
  CL: 4 
  Hit Dice: 3 (15) 
  Armour Class: 16 
  Saving Throw: 14 
  Speed: 24 
   
   
  Claws: 1d6 (4) 
  Whirlwind: When the kamaitachi runs at 
  full speed, it can create a whirlwind. Anyone 
  hit by it has to make a saving throw or will 
  be knocked prone. 
   
   
  The kamaitachi looks not unlike a weasel, but 
  has long, sickle-like claws. It can run at 
  incredible speed. The kamaitachi’s claws are so 
  sharp that it often takes some time until the 
  victim even realises that it has been hit. 
   
   
   
   
  
  Bestiary 
  51 
  Kenku 
  CL: 2 
  Hit Dice: 1+1 (6) 
  Armour Class: 2 
  Saving Throw: 15 
  Speed: 9/18 
   
   
  Wakizashi: 1d4 (3) 
   
   
  Kenku are anthropomorphic birds not unlike 
  tengu. However, they have feathered bird 
  heads instead of human heads with long noses. 
  Most humans mistrust kenku, which are 
  sometimes associated with ninja clans.  
   
   
   
   
  Kitsune 
  CL: 4 
  Hit Dice: 3 
  Armour Class: 14 
  Saving Throw: 12 
  Speed: 15 
   
   
  Bite: 1d6 (4) 
  Blink: The kitsune can teleport over its 
  movement distance. 
   
   
  Kitsune are multi-tailed fox spirits. They are 
  guardians of nature and not always benevolent. 
  Some villages have established a cult around 
  the kitsune. 
   
   
  Koha-ai 
  CL: 5 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 6 
   
   
  Bite: 1d6 (4). The victim has to make a 
  saving throw with a +2 bonus or suffers an 
  additional 1d3 (2) points of damage. The 
  skin of any creature who has sustained three 
  or more koha-ai bites within a week takes 
  on a discernible bluish cast that lasts for 3d8 
  weeks.  
  Tongue: 1d4 (3). The victim must make a 
  saving throw at a -2 penalty or become 
  entangled. 
   
   
  Koha-ai are large, six-legged lizards covered in 
  fine scales that coruscate with varying hues of 
  blue. They are normally found in tropical 
  climates where they are used as riding animals 
  and beasts of burden by the local populace. 
  Koha-ai possess long, powerful tongues that 
  they can use to make a whip-like attack.  
   
   
  Koifolk 
  CL: 2 
  Hit Dice: 2+1 (11) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 6/12 
   
   
  Slap: 1d3 (2) 
   
   
  The koifolk are brightly coloured humanoid 
  goldfish. They are peaceful and amphibious 
  peasants, and generally pleasant to be around, 
  if somewhat dull company. They are simple-
  minded and easily led; often prey to bullies 
  like the yurmp or haughty local nobility. Some 
  monks will occasionally attempt to teach 
  koifolk martial arts, and instil the drive to 
  stand up for themselves, only to give up in 
  frustration at these creatures’ blank-faced 
  placidity. 
   
   
  
  Shinobi & Samurai 
  52 
  Koropokkuru 
  CL: 1 
  Hit Dice: 1 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 9 
   
   
  Yari: 1d6 (4) 
   
   
  The koropokkuru are a human-like race short 
  of stature, agile, and skilled at fishing. They 
  live in pits with roofs made from butterbur 
  leaves. They are typically armed with crude 
  spears and hand axes. 
   
   
  Kubinonaibushi 
  CL: 13 
  Hit Dice: 10 (50) 
  Armour Class: 20 
  Saving Throw: 5 
  Speed: 12 
   
   
  Katana: 1d12+2 (9) 
  Magic Resistance: Spells cast against the 
  kubinonaibushi will fail 50% of the time. 
  Restless Spirit: Kubinonaibushi can be 
  defeated in a fight but unless the spirit is 
  laid to rest it will re-appear on the following 
  nightfall. Only a powerful exorcism at the 
  burial site or the demise of the culprits for 
  the samurai’s suicide will make the spirit go 
  away permanently. 
  Weapon Immunity: The kubinonaibushi is 
  immune to mundane weapons. 
   
   
  The kubi-no-nai-bushi, a headless warrior, is a 
  particularly rare and powerful form of undead 
  that is sometimes created when the spirit of a 
  honourable samurai that was unlawfully or 
  unjustly forced to commit sepukku returns 
  from the grave in search of vengeance. 
  Regardless of the samurai’s previous station in 
  life, kubinonaibushi always take the form of a 
  suit ofritual o-yoroi armour of the best quality, 
  without a kabuto, and with a torch-sized 
  bluish ball of flame burning where the head is 
  supposed to be. They carry a large black katana 
  of incredible sharpness, said to have been 
  forged by the demons of the underworld; 
  always eager to spread chaos in the lands of 
  men. The kubinonaibushi appears near his 
  grave every sunset and dissipates at dawn, 
  where ever he may be. These undead have a 
  general feel for the location of their quarry and 
  will unwaveringly march in that direction, 
  stopping only to cut the heads of any human 
  they meet in the way, man, woman or child. 
  This might mean whole communities can be 
  wiped out before the vengeful undead finally 
  gets to his target.  
   
   
  Kuchisake-onna 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 12 
   
   
  Scissors: 1d4 (3) 
  Dread Face: When the kuchisake-onna 
  reveals her face for the first time, any 
  witness has to make a saving throw or will 
  be terrorised and paralysed for 2d4 (5) 
  rounds. 
  Penumbral Door: The kuchisake-onna can 
  teleport over short distances to a destination 
  she can see. 
   
   
  The kuchisake-onna, also known as the slit-
  mouthed woman, is a woman said to have 
  been 
  mutilated 
  by 
  her 
  husband. 
  The 
  kuchisake-onna will approach people during 
  the night, appearing as a normal woman with 
  a scarf covering her mouth. She asks whether 
  she is pretty or not. Answering no will result in 
  the kuchisake-onna attacking the person. 
  Answering yes will lead her to reveal her face 
  and ask the same question again. If the victim 
  answers the question with yes a second time, 
  the kuchisake-onna will slice its mouth open. 
  Answering that the kuchisake-onna looks 
  average will startle her for a short period of 
  time. Answering that one is very busy at the 
  moment will lead to apologise and excuse 
  herself.  
   
   
  
  Bestiary 
  53 
  Kurok 
  CL: 5 
  Hit Dice: 3 
  Armour Class: 15 
  Saving Throw: 13 
  Speed: 9 
   
   
  Bite: 1d4 (3) 
  Grey Fire: Anyone within melee attack 
  range of the creature must make a saving 
  throw or be paralysed by the ghostly flames 
  around the spirit’s crocodile body. 
  Weapon Immunity: The kurok is immune 
  can only be damaged by silver or magical 
  weapons. 
   
   
  A kurok is a non-human spirit that manifests 
  as a ghostly crocodile, limned with a 
  transparent grey fire. When a victim dies as the 
  result of a kurok’s bite, the spirit will devour 
  its soul. 
   
   
  Kyojin 
  CL: 5 
  Hit Dice: 4+2 (22) 
  Armour Class: 16 
  Saving Throw: 12 
  Speed: 12 
   
   
  Club: 1d8 (5) 
  Fist: 1d6 (4) 
  Savage Howl: All opponents that can hear 
  the howl have to make a saving throw or 
  will be stunned in fear for one round. 
   
   
  These hulking giants stand at over four metres 
  tall. They have thick craggy hide has a pebbly 
  texture and a tawny grey complexion. A 
  kyojin’s heavily muscled arms end in fists like 
  boulders, which drag on the ground. Kyojin 
  are dim and slow, but monstrously strong and 
  durable. Their hunting parties roam the hills 
  and valleys searching for prey, in general, they 
  do not kill wantonly, but when food is scarce 
  or they feel threatened they will fight savagely. 
  Kyojin eat large game like deer, but have been 
  known to feed on cows and horses, bringing 
  them into conflict with humans. The females 
  of the species are physically larger and largely 
  responsible for the hunt. Kyojin are able to let 
  out a terrible roar which can be heard for 
  miles. The kyojin’s rocky hide is prized as an 
  herbal medicine. It is believed, when mixed in 
  tea, to be a cure for impotence. 
  Kyonshi 
  CL: 8 
  Hit Dice: 6 (30) 
  Armour Class: 16 
  Saving Throw: 8 
  Speed: 9 
   
   
  Claws: 1d6 (4) 
  Bite*: 1d6+1 (5) 
  Breath Sense: Kysonshi locate human prey 
  by sensing their breath. By holding their 
  breath and covering their nostrils, characters 
  can become virtually invisible to a vampire. 
  Horrid Appearance: Anyone who sees a 
  kyonshi for the first time has to make a 
  saving throw or will in run in terror. 
  Vampire Curse: Anyone who suffers 
  damage from a kyonshi has a 5% chance of 
  becoming a kyonshi in 2d6 days. Remove 
  Curse will prevent this. 
  Weapon Resistance: The kyonshi takes 
  only half damage from mundane weapons. 
   
   
  Kyonshi, also called hopping vampires, are one 
  of the most fearsome forms of undead. 
  Sometimes when a body is buried improperly 
  or in an inauspicious location, it reanimates 
  with a hunger to kill mortals and consume 
  their life force. The corpse retains the rigidity 
  of death so the creature hops about rather than 
  moving normally. The return from death gives 
  the hopping vampires a greenish tint to their 
  skin, fangs in their mouths, and razor-sharp 
  fingernails that are virtual claws. The fear of 
  kyonshi is one of the reasons why cremation is 
  the most popular form of funerary rite in areas 
  were kyonshi appear. 
   
   
  
  Shinobi & Samurai 
  54 
  Langgui 
  CL: 5 
  Hit Dice: 5 (25) 
  Armour Class: 16 
  Saving Throw: 12 
  Speed: 15 
   
   
  Bite: 2d8 (9) 
  Whirlwind: The langgui transforms into a 
  whirlwind. The transformation takes a 
  round. While transforming, the langgui 
  cannot attack or move. While in whirlwind 
  form, the langgui deals 2d6 (7) points of 
  damage and knocks opponents prone when 
  it hits them. Creatures with less than a hit 
  die have to make a saving throw or will be 
  killed instantly. 
   
   
  The langgui is a guardian spirit. It takes the 
  form of a large demonic wolf and protects 
  tomb mounds from intruders and can turn 
  into a whirlwind and blow its opponents away.  
   
   
  Lizard Samurai 
  CL: 3 
  Hit Dice: 3+1 (16) 
  Armour Class: 16 
  Saving Throw: 10 
  Speed: 12 
   
   
  Katana: 1d8 (5) 
  Daikyu: 1d8 (5) 
   
   
  Lizard samurai come from some unknown race 
  of bipedal lizards, possibly from the spirit 
  world, possibly from another dimension, 
  possibly from another planet. They are only 
  encountered in elaborate armour, bearing 
  sharp katana and sometimes with longbows. 
  Lizard samurai follow a strict code of combat, 
  but consider humans of non-fighting social 
  class to be animals virtually beneath their 
  notice. 
   
   
  Lizard Samurai Captain 
  CL: 6 
  Hit Dice: 6+3 (33) 
  Armour Class: 16 
  Saving Throw: 7 
  Speed: 9 
   
   
  Katana: 1d8+2 (7) 
  Leader’s Spirit: While around common 
  lizard samurai, the captain grants them a +1 
  bonus to attack rolls. 
   
   
  When venturing into human lands, lizard 
  samurai are normally formed into well-
  organised military units, sometimes with 
  members of some other race serving as 
  auxiliary troops. These military units generally 
  consist of at least twenty of the lizard samurai, 
  and are always led by a captain. 
   
   
  Mamono 
  CL: 7 
  Hit Dice: 6 (30) 
  Armour Class: 15 
  Saving Throw: 11 
  Speed: 12 
   
   
  Bone Blade: 1d12 (7) 
  Change Shape: The mamono can assume 
  the form of other humanoids, including 
  clothes and gear. 
   
   
  The mamono is a hideous shapechanger. 
  Mamono can communicate via telepathy, but 
  not with other species. In its true form, the 
  mamono looks like a tall human without skin 
  that has a horrid maw in its stomach and 
  whose arms end in bone blades. 
   
   
  Mantis, Giant 
  CL: 10 
  Hit Dice: 9 (45) 
  Armour Class: 18 
  Saving Throw: 6 
  Speed: 18 
   
   
  Graspers: 2x1d12 (7). The giant praying 
  mantis moves at double speed before it uses 
  this attack. If both attacks hit, the victim is 
  drawn towards the mantis and automatically 
  suffers 1d12 (7) points of chewing damage 
  every round thereafter. 
   
   
  The giant praying mantis is three metres long, 
  with a bark-like exoskeleton which makes it 
  blend well into forest terrain. This huge insect 
  attacks with blinding speed, usually by 
  
  Bestiary 
  55 
  surprise, reaching forth with its jointed, 
  serrated front limbs to grab prey. 
   
   
  Maun-Ge 
  CL: 3 
  Hit Dice: 1 
  Armour Class:10  
  Saving Throw: 17 
  Speed: 12 
   
   
  Tanto: 1d4 (3) 
  Touch of Wisdom: Those who interact 
  with a maun-ge at length come away feeling 
  somewhat enlightened and receive a +1 
  bonus to saving throws for 2d4 days. 
  True Name: The maun-ge knows the true 
  name of all humans and can use this 
  knowledge to send humans on quests. 
   
   
  The maun-ge are humanoids with translucent 
  skin. They live alone among humans in remote 
  settlements, usually wearing lacquered wooden 
  masks and an enveloping outer garment that 
  cloaks the entire body. All maun-ge are female 
  and will eventually mate with a human male to 
  produce a sole maun-ge child. They are able to 
  commune with the spirits of their ancestors 
  who offer guidance, praise and censure to their 
  descendant. With the ability to draw upon the 
  knowledge and experience of their forebears, 
  the maun-ge are revered as sages and 
  storytellers. The maun-ge know the true name 
  of all men using this knowledge to command 
  humans to play a part in their schemes to 
  increase and perpetuate their bloodline’s 
  influence, status and power. 
   
   
  Menshen 
  CL: 11 
  Hit Dice: 10 (50) 
  Armour Class: 19 
  Saving Throw: 5 
  Speed: 12 
   
   
  Katana: 2x1d8+2 (7) 
  Polymorph: The menshen can assume the 
  form of any other humanoid and likes to 
  appear as an oni to scare intruders away. 
  Spell Resistance: The menshen suffers only 
  half or no damage from spells that cause the 
  loss of hit points.  
   
   
  Menshen are greater spirits that dedicate their 
  existence to protecting a certain place, person 
  or artefact. They appear as grim oversized 
  human warriors with golden skin. Menshen 
  will never abandon their duty and fight to 
  their destruction if forced to do so. 
   
   
  Mogurajin 
  CL: 3 
  Hit Dice: 2 (10) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 9 
   
   
  Claw: 1d6 (4) 
  Cavefolk: The mogurajin can see in total 
  darkness, but suffers a -2 penalty to attack 
  rolls in daylight. 
  Tunneler: The mogurajin can burst out of 
  the ground. This automatically surprises 
  their opponents. 
   
   
  Mogurajin 
  are 
  a 
  race 
  of 
  subterranean 
  humanoids descended from a group of 
  villagers who resorted to cannibalism during a 
  particularly fierce winter and were cursed by 
  the gods. They are squat beings, slightly 
  shorter than humans with pale skin, small 
  beady red eyes, no body hair, and nails 
  overgrown to claws. Like their animal 
  namesake, the mole, they are proficient 
  tunnelers and their preferred method of 
  attacking their victims is to tunnel under them 
  and emerge from the ground in a swarm attack 
  to surprise them.  
   
   
  
  Shinobi & Samurai 
  56 
  Mushroomfolk 
  CL: 3 
  Hit Dice: 3 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 12 
   
   
  Slam: 1d6 (4) 
  Final Spores: When a mushroom man dies, 
  it releases 1d6 (4) spores which grow into 
  mushroomfolk of one hit die lower than the 
  parent mushroomfolk within 1d4 (3) 
  rounds. Mushroomfolk with a single hit die 
  do not produce spores upon death. The 
  spores have two hit points before becoming 
  fully formed mushroomfolk. 
   
   
  Standing slightly more than a metre tall, 
  mushroomfolk 
  resemble 
  humanoid 
  mushrooms endowed with both arms and legs. 
  Mushroomfolk are usually found in natural 
  caves, caverns, and underground passages. 
  Mushroomfolk were initially created by magic. 
  Once 
  given 
  life 
  through 
  magic 
  they 
  reproduced by way of spores.  
   
   
  Nezumi 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 10 
  Saving Throw: 18 
  Speed: 12 
   
   
  Tanto: 1d6 (4) 
  Bite: 1d4 (3) 
  Rat Fever: A creature bitten by the nezumi 
  has to make a saving throw after the fight. If 
  the save is not made, the creature will not 
  regenerate hit points naturally for 2d6 (7) 
  days or until the disease is cured. 
   
   
  Nezumi are short humanoid rats. Although 
  not much of a threat individually, they attack 
  in packs and can transmit diseases. Sometimes, 
  they are accompanied by giants rats or swarms 
  of common rtas. 
   
   
  Ningyo 
  CL: 1 
  Hit Dice: 1+3 (8) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed:  3/15 
   
   
  Trident: 1d6 (4) 
  Aquatic: When fighting in water against a 
  creature that itself is not aquatic, the ningyo 
  gains a +1 bonus to attack rolls. 
   
   
  Ningyo have the upper body of a human and 
  the lower body of a fish. They live in the ocean 
  and are very curious, especially regarding land-
  based creatures. 
   
   
   
   
  Nue 
  CL: 9 
  Hit Dice: 6 
  Armour Class: 14 
  Saving Throw: 11 
  Speed: 15 
   
   
  Tiger Bite: 1d8 (5) 
  Snake Bite*: 1d6 (4). When the victim fails 
  a saving throw, it suffers another 1d6 (4) 
  points of damage. 
  Allround Vision: The nue cannot be 
  surprised or flanked while awake. 
  Invisibility: When lying perfectly still in the 
  darkness of the night, the nue becomes 
  invisible. 
   
   
  A nue looks like a large tiger with simian 
  features, large pupil-less eyes and a long snake 
  for a tail. The snake’s bite can strike any 
  enemy on the sides or back of the nue’s body. 
  Despite its large size and weight a nue is 
  remarkably agile and fast, it can jump ten 
  metres long or five metres high easily from a 
  standing position. Since a nue has a pair of 
  eyes on each end of its body it is nearly 
  impossible to flank or surprise. At nigh time, 
  when lying perfectly still it can become a dark 
  silhouette. The invisibility is only dispelled if 
  the creature is exposed to direct moonlight or 
  
  Bestiary 
  57 
  injured. Naturally, nue prefer moonless or 
  overcast nights to hunt. 
   
   
  Octopus, Giant 
  CL: 6 
  Hit Dice: 4 (20) 
  Armour Class: 12 
  Saving Throw: 13 
  Speed: 9 
   
   
  Tentacles: 8x1d3 (2). After the initial hit, a 
  tentacle automatically does 1d6 (4) points of 
  damage each following round until the 
  victims is freed. 
  Octopus Retreat: In emergency situations, 
  the octopus can jet out water to triple its 
  swimming speed or use an ink cloud to 
  obscure its true position. 
   
   
  The giant octopus is a menace to all sailors 
  crossing its territory. It does not have a very 
  sturdy skin, but enough strength to drag small 
  boats underwater. If the vessel is too large, the 
  octopus sticks to picking sailors and drowning 
  them.  
   
   
   
   
  Oni 
  CL: 5 
  Hit Dice: 4+1 (21) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 12 
   
   
  Katana: 1d6+3 (7) 
  Regeneration: The oni regenerates two hit 
  points at the beginning of each round. 
  Deceptive Veil: The oni can assume the 
  shape of any other humanoid. At will or 
  after being killed, it will reverse to its true 
  form.  
   
   
  Oni are demonic humanoids. They are tall, 
  muscular, often redskinned with dark hair. 
  Some have multiple eyes or ivory horns. They 
  are feared by common people and sometimes 
  lead gangs of weaker creatures. They can 
  magically 
  disguise 
  themselves 
  as 
  other 
  humanoids. Oni have a sense of pride, though, 
  and do not like to be framed for the crimes for 
  others. Apart from these relatively common 
  oni, a large number of other oni types exist as 
  well. 
   
   
   
   
  Oni Mage 
  CL: 7 
  Hit Dice: 5+3 (28) 
  Armour Class: 16 
  Saving Throw: 12 
  Speed: 12 
   
   
  Katana: 1d6+3 (7) 
  Regeneration: The oni mage regenerates 
  three hit points at the beginning of each 
  round. 
  Ice Wave: All targets in front of the oni 
  mage take 1d6 (4) points of damage and 
  move at half speed for 1d4+1 (4) rounds. 
  Invisibility: The oni mage turns invisible 
  until it attacks. 
  Deceptive Veil: The oni mage can assume 
  the shape of any other humanoid. At will or 
  after being killed, it will reverse to its true 
  form. 
   
   
  A number of oni have magical powers beyond 
  that of their shapechanging ability. The oni 
  mage is cunning and deceptive. It does not act 
  in the open if that can be avoided, but prefers 
  to assume a harmless form or use underlings to 
  carry out its plans. 
   
  
  Shinobi & Samurai 
  58 
   
   
   
  Oniaka 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 13 
  Saving Throw: 17 
  Speed: 9 
   
   
  Wakizashi: 1d6 (4) 
  Fire Resistance: The oniaka takes only half 
  damage from fire attacks. 
   
   
  The oniaka are short, scaly humanoids with 
  small horns on their slightly pointed heads. 
  They have coarse black hair, and coal black 
  eyes. These evil beings are known to raid 
  villages to steal slaves and cattle. They are 
  typically armed with clubs and whatever 
  weapons they can steal. These oni are said to 
  be born of fire in the pits of the earth and 
  almost impervious to fire. 
   
   
  Onikage 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 12 
   
   
  Yari: 1d6 (4) 
  Creature of the Dark: The onikaga can see 
  in complete darkness and is de facto invisible 
  in the dark. However, it suffers a -1 penalty 
  to attack rolls while fighting in daylight. 
   
   
  The onikage are short, black-skinned human-
  oids with large pale eyes. They dwell in dark 
  caves and deep bamboo thickets. They detest 
  bright lights. The onikage’s natural coloration 
  and keen night vision allows them to excel in 
  the dark. 
   
   
  Oniyama 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 14 
  Saving Throw: 16 
  Speed:  
   
   
  Bo: 1d6 (4) 
   
   
  The 
  oniyama 
  are 
  large, 
  grey-skinned 
  humanoids with short tusks protruding from 
  their mouths. They dwell in remote mountain 
  caves and forgotten ruins. They often prey 
  upon merchants and travellers that pass 
  through their territories. They wear an assort-
  ment of armour that is often misused but is 
  still functional. These large oni bully and 
  sometimes make slaves of the lesser oni and 
  other weaker creatures. 
   
   
  Onyudo 
  CL: 9 
  Hit Dice: 8+2 (42) 
  Armour Class: 15 
  Saving Throw: 8 
  Speed: 12 
   
   
  Slam: 2d6 (7) 
  Boulder: 2d6 (7) 
   
   
  The onyudo are an enigmatic race of giants. 
  They are hairless and their skin is completely 
  black. Most of onyudo live high up in the 
  mountains and only come down to raid 
  human villages. When defending their homes 
  or besieging settlements, they like to hurl huge 
  rocks at their opponents. 
   
   
  Owl, Giant 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 3/18 
   
   
  Claws: 1d4 (3) 
  Nocturnal Hunter: During the night and 
  while in flight, the owl imposes a -4 malus 
  to surprise rolls on its opponents. 
   
   
  Giant 
  owls 
  look 
  mostly like a larger 
  version of the com-
  mon owl, but are 
  significantly 
  more 
  intelligent and have 
  their own language. 
  
  Bestiary 
  59 
  The giant owl is a symbol of wisdom in some 
  cultures, a sign of imminent death in others. 
   
   
  Origami Warrior 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class:  
  Saving Throw: 16 
  Speed: 12 
   
   
  Yari: 1d6 (4) 
  Paper Body: The origami Warrior suffers 
  only 
  half 
  damage 
  from 
  bludgeoning 
  weapons. Piercing weapons pass through the 
  paper construction without causing any 
  damage at all, but cutting weapons inflict 
  one additional point of damage. Fire inflicts 
  double damage. 
   
   
  The origami warrior is a creation made of 
  intricately folded paper in the shape of a full 
  sized human warrior. Origami warriors move 
  fast. Origami warriors wield normal spears. 
  They are generally found in the service of 
  powerful sorcerers. 
   
   
  Paper Ghost 
  CL: 2 
  Hit Dice: 1+3 (8) 
  Armour Class: 16 
  Saving Throw: 17 
  Speed: 9 
   
   
  Suffocate: 1d4 (3). The paper ghost 
  attaches itself to the victim’s face and 
  automatically deals 1d4 (3) points of 
  damage each round. A roundly saving throw 
  is permitted to get rid of the ghost. 
  Made of Paper: The paper ghost suffers 
  double damage from fire attacks, but only 
  half damage from cold attacks. 
  Vigilance: The paper ghost can see invisible 
  or hidden creatures and cannot be surprised. 
   
   
  The paper ghost is a semi-sentient evil spirit 
  that infests a page of paper. It is usually found 
  in the service of an evil wizard. Any words 
  written on a paper ghost will disappear unless 
  they have been written by the ghost’s master. 
   
   
  Poh 
  CL: 5 
  Hit Dice: 4 (20) 
  Armour Class: 15 
  Saving Throw: 12 
  Speed: 9 
   
   
  Club: 1d6 (4) 
  Katana: 1d10 (6) 
  Withering Touch: Anyone hit by a poh has 
  to make a saving throw or will lose hit 
  points equal to one rolled die with the die 
  type being their hit die. Hit points lost this 
  way can only be regenerated by resting. 
  Weapon Immunity: The poh is immune to 
  mundane weapons. 
   
   
  The poh is a malicious spirit. It looks like a 
  diminutive humanoids, less than a metre tall, 
  but has impressive physical strength. Poh have 
  ruddy bronze skin, red hair usually tied to a 
  knot and a pud nose. Poh are arrogant and 
  smugly. They live in rural areas and demand 
  offerings from the local peasants, else they will 
  use their supernatural powers to cause a 
  draught. 
   
   
  Rat, Dire 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 12 
  Saving Throw: 18 
  Speed: 12 
   
   
  Bite: 1d3 (2) 
  Filth Fever: About 10% of all dire rats 
  transmit filth fever. A creature bitten such a 
  rat has to make a saving throw after the 
  fight. If the save is not made, the creature 
  will only regenerate hit points at half the 
  normal rate for 2d6 (7) days or until the 
  disease is cured. 
   
   
  Dire rats are a tough, ugly breed of rats and 
  can be dangerous in swarms. About one in ten 
  rats transmits a disease, so wounds caused by 
  rats should be handled with care. 
   
   
  
  Shinobi & Samurai 
  60 
  Raven 
  CL: 1 
  Hit Dice: 1d2 hp (2) Armour Class: 13 
  Saving Throw: 13 
  Speed: 3/24 
   
   
  Claws: 1d2 (2) 
  Peak: The victim has to make a saving 
  throw or will be blinded for 2d4 (5) rounds. 
   
   
  Ravens are large black birds. Many people 
  consider them to be bearers of bad news. 
  Common ravens are actually quite intelligent 
  and have their own limited language. 
   
   
   
   
  Rokurokubi 
  CL: 2 
  Hit Dice: 2 
  Armour Class: 13 
  Saving Throw: 16 
  Speed: 12 
   
   
  Tanto: 1d4 (3) 
  Blood Suck: 1d2 (2). If this attack is 
  successful, the rokurokubi can use it 
  automatically 
  in 
  subsequent 
  rounds. 
  Sleeping victims will not be woken up by 
  this attack.   
   
   
  Rokurokubi are cursed humans. During the 
  day, they look like normal human beings, but 
  during the night, their neck stretches to and 
  incredible length. Some rokurokubi are 
  tricksters 
  and 
  spies, 
  others 
  are 
  more 
  malevolent. A few rokurokubi will never 
  remember what they did at night and just 
  wake up having the feeling they had bad 
  dreams. 
   
   
   
   
  Satori 
  CL: 5 
  Hit Dice: 3+3 (18) 
  Armour Class: 11 
  Saving Throw: 12 
  Speed: 12 
   
   
  Claws: 1d8 (5) 
  ESP: The satori is never surprised as long as 
  it can read it’s opponents’ minds. This 
  ability also grants it a +3 bonus to attack 
  rolls and armour class. 
   
   
  The satori is a man-sized black-haired ape. It 
  can read the mind of other creatures and is 
  thus almost impossible to surprise. If another 
  creature manages it nevertheless, satori react 
  fearful and will flee. In times of hunger, satori 
  have been known to attack humans. 
   
   
   
   
  
  Bestiary 
  61 
  Shadow Samurai 
  CL: 6 
  Hit Dice: 5 
  Armour Class: 18 
  Saving Throw: 10 
  Speed: 12 
   
   
  Katana: 1d10 (6) 
  Aura of Fear: Anyone who encounters the 
  shadow samurai for the first time has to 
  make a saving throw or will be paralysed in 
  fear for 2d4 (5) rounds. 
  Dark Honour: The shadow samurai cannot 
  lie and must ask all question asked by 
  someone knowing its true name. 
  Tainted: The shadow samurai is immune to 
  fear, mundane weapons and not affected by 
  mind control or similar effects. 
   
   
  Shadow samurai are the spirits of samurai that 
  died in combat but whose souls never made 
  into the afterword. Instead, they were 
  corrupted and now wander the world the 
  world of the living. Shadow samurai looks 
  almost like real humans, but a closer 
  inspection will reveal their dead eyes that never 
  blink and unnaturally silent moves. Shadow 
  samurai are convinced that they still live a life 
  as a respected samurai and retain a twisted 
  sense of honour. They might, for example, 
  throw an unarmed opponent a stick or another 
  subpar weapon before attacking even though 
  this does not make the fight a fair one. 
   
   
  Shansao 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 14 
  Saving Throw: 16 
  Speed: 6 
   
   
  Bamboo Stick: 1d6 (4) 
  Dart: 1d4 (3) 
  Charm Feline: The shansao can bring any 
  feline under its control that fails a saving 
  throw. 
  Fearless: The shansao is immune to all 
  forms of mundane and magical fear. 
   
   
  Shansao are a race of tiny humanoids less than 
  a metre tall. They live in small communities in 
  dense bamboo groves with huts centred 
  around a large communal cooking pot. 
  Shansao are not evil, but very territorial and 
  overly sensitive with regards to trespassers. 
  They 
  are 
  relatively 
  strong 
  and 
  often 
  underestimated by others. Shansao have a 
  mysterious connection to tigers. 
   
   
  Shikkigaki 
  CL: 8 
  Hit Dice: 5 (25) 
  Armour Class: 16 
  Saving Throw: 12 
  Speed: 12 
   
   
  Claw: 1d6 (4). The victim has to make a 
  saving throw or will contract a terrible 
  disease. The fever manifests in 1d4 hours 
  with delirium and intense chills. The 
  affected person can stumble about but is 
  unable to fight or casts spells. The disease 
  last 1d4+1 days. During this time, the 
  victim loses one hit point per hour. Cure 
  Disease has a 50% chance of healing the 
  disease. Dispel Evil will stop the hourly hit 
  point loss, but the fever will still last the 
  normal number of days. 
  Gaki: The jikinikugaki is immune to fire, 
  cold and mundane weapons. It can turn 
  invisible at will and walk through wall three 
  times a day. 
   
   
  Shikkigaki look bony, pockmarked and 
  disease-ridden. They are deceased irresponsible 
  physicians or negligent servants. During 
  daytime, a shikkengaki looks like a large 
  mushroom. It will rest all day long in a cave or 
  other dark place, snoring. 
   
   
  
  Shinobi & Samurai 
  62 
  Shocker Lizard 
  CL: 2 
  Hit Dice: 1d6 hp (4) Armour Class: 13 
  Saving Throw: 18 
  Speed: 6 
   
   
  Bite: 1d3 (2) 
  Electric Shock: Anyone touched by the 
  lizard or touching it directly or with an 
  object made of a conductive material has to 
  make a saving throw or will be stunned for  
  1d3 (2) rounds. If the victim is shocked 
  twice in the same round, it suffers 1d8 (5) 
  points of damage. 
   
   
  Shocker lizards are large reptiles with blue, 
  metallic scales. They can use their body to 
  generate electricity, an ability shocker lizards 
  use both for hunting and for self-defence. 
   
   
  Shrangaathi 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 15 
  Saving Throw: 17 
  Speed: 9 
   
   
  Bite: 1d6 (4) 
   
   
  Shrangaathi are malevolent river spirits that 
  spend most of their time in the form of almost 
  transparent river fish. In this form, they pose 
  no threat. However, when a school of 
  shrangaathi encounters a village that does not 
  have some sort of shrine or spirit to protect it, 
  they will wait until nightfall, change form, and 
  attack the unprotected settlement. When 
  attacking on land, the shrangaathi become 
  small humanoids with white, opalescent skin, 
  needle-like teeth, and spindly limbs. They 
  swarm ashore like a school of predatory fish, 
  often stopping to feed on prey that have fallen 
  in battle against them – a single shrangaathi 
  can devour a human to the bones in minutes 
  and then look for more to eat. 
   
   
  Skeleton 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 10 
  Saving Throw: 17 
  Speed: 12 
   
   
  Slam: 1d4 (3) 
  Wakizashi: 1d6 (4) 
  Made of Bones: Skeletons take only half 
  damage from piercing weapons. 
   
   
  Humanoid skeletons are often animated by 
  necromancers to serve them as guards or 
  workers. Sometimes, the presence of dark 
  energies is enough to raise skeletons, which 
  will then haunt the area in packs. 
   
   
  Spider, Bone 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 10 
  Saving Throw: 18 
  Speed: 9 
   
   
  Bite: 1d3 (2) 
   
   
  The bone spider is well-known for the bone-
  shaped pattern on its back. While not as large 
  as some of its relatives and not venomous, it is 
  dangerous in swarms. 
    
   
  Spider, Giant 
  CL: 3 
  Hit Dice: 1+1 (6) 
  Armour Class: 11 
  Saving Throw: 17 
  Speed: 12 
   
   
  Bite: 1d2 (2). Anyone bitten by the spider 
  who fails a saving throw at a +2 bonus will 
  suffer 1d6 (4) points of damage per round 
  until healed. 
   
   
  Giant spiders are not only quick and dextrous, 
  but also poisonous. Giant spider eyes are 
  popular components used by spellcasters or 
  alchemists. 
   
   
  
  Bestiary 
  63 
  Tako 
  CL: 4 
  Hit Dice: 3+3 (18) 
  Armour Class: 13 
  Saving Throw: 14 
  Speed: 12/18 
   
   
  Tanto: 2x1d4 (3) 
  Trident*: 2x1d6 (4) 
  Vigilance: Due to their wide-set eyes and 
  multiple arms, it is virtually impossible to 
  flank a tako or successfully attack one from 
  behind. 
   
   
  Tako appear rather like human-sized octopi, 
  but they are actually intelligent and use tool 
  and weapons. They generally live underwater, 
  either fresh or salt, but are fully amphibious. 
  Tako walk on four of their eight legs and use 
  the other four as arms. In combat, tako use 
  various combinations of four weapons. They 
  do not typically use pulled bows, but may 
  occasionally make use of crossbows. Tako are 
  attracted to shiny objects and often carry a 
  number of items of jewellery with them as 
  prized possessions. Tako are renowned for 
  their mechanical abilities, and a tako lair is 
  typically a very dangerously trapped location.  
   
   
  Tasloi 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 12 
  Saving Throw: 17 
  Speed: 9 
   
   
  Claws: 2x1d3 (2) 
  Bamboo Spear: 1d6 (4) 
  Net: The target is stunned for one round 
  unless it makes a saving throw. 
   
   
  Tasloi are flat-headed humanoid with long legs 
  and large, cat-like eyes. They walk in a 
  crouching way and have greenly skin. Tasloi 
  like to hide in tree tops and drop down on 
  unwary prey. Tasloi live in loosely organised 
  family units. They sometimes train huge 
  spiders or giant bees. 
   
   
  Tengu 
  CL: 5 
  Hit Dice: 3+2 (12) 
  Armour Class: 15 
  Saving Throw: 14 
  Speed: 9/24 
   
   
  Katana: 1d8 (5) 
   
   
  Tengu are humanoid creatures with long 
  noses, and crow wings sprouting from their 
  back. Tengu are skilled swordsmen and some 
  of them are capable spellcasters. Tengu live in 
  remote mountain areas and are sometimes 
  worshipped by local human communities.  
   
   
   
   
  Terracotta Horseman 
  CL: 9 
  Hit Dice: 7+3 (38) 
  Armour Class: 18 
  Saving Throw: 9 
  Speed: 24 
   
   
  Terracotta Body: The terracotta soldier is 
  immune to any magic that only affects 
  living 
  beings 
  and 
  cannot 
  be 
  mind-
  controlled. It takes only one point of 
  damage from slashing and piercing weapons 
  and is immune to fire damage. 
   
   
  Terracotta horsemen look like dull red human 
  horsemen. Like terracotta soldiers, they have 
  been constructed to protect their dead 
  emperor. Terracotta warriors cannot speak and 
  only exist to serve. 
   
   
  
  Shinobi & Samurai 
  64 
  Terracotta Soldier 
  CL: 5 
  Hit Dice: 4+2 (22) 
  Armour Class: 16 
  Saving Throw: 13 
  Speed: 9 
   
   
  Terracotta Sword: 1d8 (5) 
  Terracotta Body: The terracotta soldier is 
  immune to any magic that only affects 
  living beings 
  and 
  cannot 
  be 
  mind-
  controlled. It takes only one point of 
  damage from slashing and piercing weapons 
  and is immune to fire damage. 
   
   
  Terracotta soldiers are artificially constructed 
  warriors. They are not alive, but fight like 
  human soldiers. According to legend, an 
  emperor long dead ordered to creation of the 
  terracotta army to ensure his protection in the 
  afterlife. 
   
   
  Tiger 
  CL: 5 
  Hit Dice: 5 (259 
  Armour Class: 14 
  Saving Throw: 11 
  Speed: 15 
   
   
  Claws: 2x1d6 (4) 
  Bite*: 2d6 (7) 
   
   
  Tigers are strong and dangerous animals, 
  feared by humans living near the jungle. Their 
  pelt is a popular trophy and decorative object 
  and can be sold for several hundred silver 
  pieces. 
   
   
  Toad, Fire 
  CL: 4 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 6 
   
   
  Bite: 1d2 (2) 
  Fireball: This attack deals 2d4 (5) points of 
  fire damage to all creatures in a small radius. 
  A saving throw is permitted for half damage. 
   
   
  Fire toads are large toads with yellow skin and 
  bright red spots. While a fire toad’s bite is not 
  very strong, it can exhale a small fireball at its 
  opponents.  
   
   
   
  Toad, Giant 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 13 
  Saving Throw: 14 
  Speed: 6 
   
   
  Bite: 1d8 (5) 
  Great Leap: Giant toads can attack at the 
  end of a hop with a +1 attack roll bonus. 
  They can hop over a distance equal to twice 
  their movement distance. 
   
   
  Giant toads are about the size and weight of a 
  human. They are carnivorous predators, 
  willing to attack creatures as large as common 
  humanoids.  
   
   
  Todawan Master 
  CL: 11 
  Hit Dice: 8 (40) 
  Armour Class: 18 
  Saving Throw:  
  Speed: 12 
   
   
  Bo: 1d6 (4) 
  Punch: 1d8 (5) 
  Flying Kick: 2d8 (9). The todawan master 
  has to jump its full movement distance to 
  use this attack. Unless a saving throw is 
  made, the victim will be thrown back and 
  stunned for 1d4 (3) rounds. 
  Whirling Bo: The todawan master has a 
  75% chance of simply blocking thrown 
  weapons. 
  Diamond Mind: Todawan masters are 
  immune to all forms of mental control and 
  illusion. Once per day, they can implant a 
  suggestion into the mind of a victim that 
  fails a saving throw at a -4 penalty. 
   
   
  Todawan masters 
  are an enigmatic 
  race 
  of 
  solitary 
  giant toads that 
  have 
  achieved 
  mystic enlighten-
  ment. They wear 
  robes and carry a 
  staff. 
  Living 
  a 
  solitary life in the depths of dangerous 
  swamps, todawan masters very rarely accept 
  students, but occasionally answer questions 
  about the future when worthy individuals seek 
  
  Bestiary 
  65 
  them out. Unfortunately, some todawan 
  masters go rogue. These subtle servants of 
  chaos and ruin may assemble bands of 
  minions, often yurmp, and begin to act as evil 
  masterminds. Such todawan masters do not 
  often leave their swamps, but their influence 
  can be felt far and wide through the use of 
  assassins, spies, and soldiery. Any todawan 
  master is a formidable foe. The skin of a 
  todawan master is coated in an extremely 
  hallucinogenic substance. 
   
   
  Tortoise, Giant 
  CL: 8 
  Hit Dice: 6 (30) 
  Armour Class: 15 
  Saving Throw: 10 
  Speed: 6 
   
   
  Bite: 3d6 (11) 
  Tortoise Shell: A physical attack hitting the 
  tortoise does only half damage unless the 
  attacker somehow manages to hit it from 
  below. 
   
   
  Giant tortoises are massive, having a shell with 
  a diameter of almost three metres. Their shells 
  are incredibly thick. Tortoises are generally 
  viewed as benevolent animals 
   
   
  Troll, Marsh 
  CL: 5 
  Hit Dice: 4 (20) 
  Armour Class: 15 
  Saving Throw: 13 
  Speed: 12/9 
   
   
  Sabre: 1d8 (5) 
  Bull Rush: 1d6 (4). The troll has to move 
  his full movement rate before it can use this 
  attack. The target is stunned for one round. 
  Screech: Everyone that hears the screech has 
  to make a saving throw or will suffer a -2 
  malus to attack rolls for 1d4 rounds. Once 
  the save is made or the victim has been 
  affected by the screech, it will not be 
  affected again. 
   
   
  The repulsive marsh trolls are obese, tall 
  humanoids with long claws and an ugly face. 
  Despite their size, marsh trolls are rather agile 
  and also good swimmers. Luckily, they mostly 
  stay in their swamps and only rarely come out 
  to raid human villages. 
   
   
  Troll, Shadow 
  CL: 7 
  Hit Dice: 6 
  Armour Class: 16 
  Saving Throw: 11 
  Speed: 9 
   
   
  Slam: 2x1d6 (4) 
  Thick Hide: Shadow troll ignore the first 
  three points of damage they suffer from any 
  source. 
   
   
  Shadow trolls are troll that have been 
  corrupted by dark powers. The corrupted has 
  made them physically powerful, but also dim-
  witted and reclusive. Shadow trolls tend to 
  behave submissively towards other evil beings 
  like oni. 
   
   
  Wang-Liang 
  CL: 7 
  Hit Dice: 6+3 (33) 
  Armour Class: 16 
  Saving Throw: 11 
  Speed: 12 
   
   
  Claws: 2x1d6 (4) 
  Lajatang: 1d8+3 (8) 
   
   
  The wang-liang are an ancient race of evil 
  giants related to the oni. They are twice as tall 
  as a human, have hands with retractable claws, 
  black fur and wild, feline eyes. Wang-liang, 
  one powerful, are a dying race and filled with 
  rage against all prospering races. They 
  especially despise humans and use every 
  opportunity to torture and kill them. 
   
   
  
  Shinobi & Samurai 
  66 
  Wanyudo 
  CL: 4 
  Hit Dice: 3+2 (17) 
  Armour Class: 14 
  Saving Throw: 13 
  Speed: 15 
   
   
  Ram: 1d6 (4) 
  Burning Wheel: If struck by a fire attacks, 
  the wanyudo regenerates 1d4 (3) hit points 
  instead of taking damage.  
  Rain of Fire: All enemies under the 
  wanyudo are struck by blue fire and take 
  1d4 (3) points of damage. 
   
   
  The wanyudo is the evil spirit of a monk. It 
  appears as a face inside a burning oxcart wheel. 
  Wanyudo are angry and hateful. Legend says 
  that they are monks punished for their sins 
  with eternal pain. 
   
   
   
   
   
  Water Elemental, Lesser 
  CL: 1 
  Hit Dice: 1d4 hp (3) Armour Class: 12 
  Saving Throw: 18 
  Speed: 9/15 
   
   
  Acid Slam: 1d2 (2). The armour class of a 
  random piece of nonmagical armour is 
  reduced by one. 
   
   
  A lesser water elemental appears a head-sized 
  bubble of water that moves by hopping over 
  the ground. Lesser water elementals are mainly 
  used to weaken armoured opponents. 
   
   
  Water Elemental, Greater CL: 8 
  Hit Dice: 8 (40) 
  Armour Class: 17 
  Saving Throw: 8 
  Speed: 6/18 
   
   
  Slam: 3d6 (11). The damage is halved when 
  the victim is not standing in water. 
   
   
  Water elementals are semi-sentient elemental 
  creatures. They are dependent on moisture and 
  will dry up if moving too far away from a 
  source of water. Water elementals are hard to 
  spot in water and can easily turn over smaller 
  boats. 
   
   
  Wolf 
  CL: 2 
  Hit Dice: 2+2 (12) 
  Armour Class: 12 
  Saving Throw: 16 
  Speed: 18 
   
   
  Bite: 1d6 (4) 
   
   
  Wolves 
  are 
  carnivorous 
  pack 
  hunters. 
  Significantly larger creatures are the only ones 
  they will avoid – and if they are very hungry, 
  not even those. If the alpha wolf of a pack is 
  killed, either the second strongest wolf will 
  take over or the pack will flee. 
   
   
  Wolf, Dire 
  CL: 4 
  Hit Dice: 4+2 (22) 
  Armour Class: 13 
  Saving Throw: 13 
  Speed: 18 
   
   
  Bite: 2d4 (5) 
   
   
  The dire wolf is twice as large as a regular wolf, 
  stronger and more cunning. Pack of dire 
  wolves always dominate their territory and will 
  hunt down any other large carnivores trying to 
  settle there. Dire wolf pelt is soft and well-
  suited to be turned into warm clothes. 
   
   
  
  Bestiary 
  67 
  Xiao 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 15 
  Saving Throw: 16 
  Speed: 12 
   
   
  Slam: 1d8 (5) 
  Hurl Rock: 1d4 (3) 
   
   
  The xiao, also known as the long-armed apes, 
  are a race of technologically underdeveloped 
  but cunning humanoids. They like in the 
  mountains and sometimes come down to trade 
  with humans. 
   
   
  Yama-Uba 
  CL: 7 
  Hit Dice: 6 (30) 
  Armour Class: 15 
  Saving Throw: 10 
  Speed: 12 
   
   
  Claws: 1d6 (4). When this attack does 
  maximum damage, the yama-uba attacks 
  another opponent close to her. 
  Thorn Curse: The target is entangled and 
  takes 1d4 (3) points of damage per round 
  until it is freed. 
  Change Shape: The yama-uba can assume 
  the form of a common human. Killing her 
  will show her true form. 
   
   
  The yama-uba, sometimes called mountain 
  hags, are solitary, horrid looking blue-skinned 
  females as large as oni. They live in 
  mountainous regions and near passes where 
  they can hunt for food. Yama-uba feast on all 
  manner of flesh; but they prefer humans, 
  attacking with their long claws and wicked 
  mouths that stretch from ear to ear. 
   
   
  Yeti 
  CL: 7 
  Hit Dice: 5 (25) 
  Armour Class: 13 
  Saving Throw: 12 
  Speed: 12 
   
   
  Fists: 2x1d6 (4) 
  Creature of the Cold: The yeti is immune 
  to cold-based attacks and can see in 
  darkness. 
  Yeti Hug: If a yeti strikes an opponent with 
  both fists, it can hug him for another 2d6 
  (7) points of damage. 
   
   
  The yeti is a distant relative of the human. It is 
  completely covered with white fur and lives 
  high up in the north. Yetis are smarter than 
  generally assumed and like to attack during the 
  night, as they can see in the dark. 
   
   
  Yienhool 
  CL: 1 
  Hit Dice: 1 (5) 
  Armour Class: 11 
  Saving Throw: 17 
  Speed: 9 
   
   
  Claw: 1d6 (4). If the attack is successful, the 
  yienhool grabs on of the arms or legs of its 
  opponent, which then cannot be used as 
  long as it is grabbed. The yienhool can still 
  attack at a -2 penalty while having garbed a 
  limb. 
   
   
  Yienhools are pale humanoids with long, thin 
  arms and elongated, clawed hands. Their 
  bulging, white eyes are well adapted to dim 
  light, but they are virtually blind in sunlight 
  and never emerge from below ground unless 
  forced to do so. They are deep-dwellers of the 
  underground, but small groups of them are 
  occasionally found in the upper reaches of the 
  subterranean world. Yienhools are more 
  intelligent than animals, but barely so – they 
  can communicate and follow orders, and in 
  packs they can hunt with considerable 
  cunning, but their ability to act independently 
  of a pack or a strong leader is very weak. 
  Yienhool always attack in large groups. They 
  can swarm over the backs of their fighting 
  brethren to climb past front ranks and into the 
  rear ranks of their opponents. 
   
  
  Shinobi & Samurai 
  68 
  Yuki-onna 
  CL: 9 
  Hit Dice: 8 (40) 
  Armour Class: 18 
  Saving Throw: 8 
  Speed: 12 
   
   
  Icy Touch: 1d10 (6) 
  Icy Gaze: The victim has to make a saving 
  throw or will be paralysed for 2d4 (5) 
  rounds. 
  Spirit of Ice: The yuki-onna is immune to 
  call cold-based attacks. Due to her white 
  robes, she imposes a -3 penalty to surprise 
  rolls on her opponents. 
   
   
  The yuki-onna, also 
  known as the snow 
  woman, is a spirit in 
  form of a beautiful 
  and elegant woman. 
  She 
  lives 
  in 
  the 
  coldest regions of the 
  north. Yuki-onna are 
  cruel 
  and 
  hostile, 
  though 
  there 
  are 
  reports of some yuki-
  onna living in harmony with humans, 
  provided they are left alone. 
   
   
  Yurmp 
  CL: 5 
  Hit Dice: 5+3 (28) 
  Armour Class: 13 
  Saving Throw: 12 
  Speed: 12 
   
   
  Yari: 1d8 (5) 
  Slam: 1d6 (4) 
  Stealth: An ambush by yurmp imposes a -2 
  malus on surprise rolls of their opponents. 
   
   
  Fat and ugly toad-like humanoids, the yurmp 
  are bandits and scroungers. Though of fine 
  material, such as silk, their clothes are torn and 
  soiled. Any armour is mismatched and poorly 
  maintained, held together by rusty buckles and 
  double-wrapped cords. Yurmp have sour 
  expressions and grumpy attitudes, often 
  becoming impatient and bored while waiting 
  beside a road or path for someone to ambush. 
  In villages that tolerate their presence they are 
  usually part of any organised crime; in areas 
  where they are not tolerated, yurmp live by 
  stealing and digging through the garbage of 
  other races, bemoaning their poor luck all the 
  while. 
   
   
  Yurmp Wrestler 
  CL: 6 
  Hit Dice: 6 (30) 
  Armour Class: 14 
  Saving Throw: 11 
  Speed: 12 
   
   
  Slam: 1d8 (5). If the attack succeeds by four 
  or more points, the wrestler has a firm hold 
  on the foe and can throw him to the 
  ground, disarm him, prevent attacks, or 
  inflict continuous 1d6 (4) points of 
  strangling damage per round. 
   
   
  One in five yurmp is a wrestler. These grossly 
  fat yurmps disdain weapons and armour. 
  Wrestler yurmp enjoy challenging humans to 
  arm wrestling contests. The rest of the yurmp 
  enjoy gambling on these contests.  
   
   
  Zashiki-Warashi 
  CL: 3 
  Hit Dice: 3 (15) 
  Armour Class: 14 
  Saving Throw: 14 
  Speed: 9 
   
   
  Ghost Touch: 1d4 (3). The victim has to 
  make a saving throw or will be confused for 
  1d4 (4) rounds.  
   
   
  Zashiki-warashi are tragic creatures. They are 
  the spirits of deceased children that were 
  buried improperly or whose grave was 
  desecrated. Now they roam the world of the 
  living looking for others to drawn into the 
  spirit realm as so-calle playmates. Zashiki-
  warashi are dressed in black and wear large 
  wooden or porcelain masks. They are confused 
  and not aware of their state and the 
  consequences of their acts. Only a proper 
  burial will lay a zashiki-warashi to rest 
  permanently. 
   
   
  
  Bestiary 
  69 
  Zombie 
  CL: 2 
  Hit Dice: 2 (10) 
  Armour Class: 11 
  Saving Throw: 16 
  Speed: 6 
   
   
  Slam: 1d6 (4) 
  Zombified: Zombies are immune to spells 
  inducing sleep and cannot be mind-
  controlled like living beings. 
   
   
  Zombies are mindless walking dead. They are 
  usually reanimated servants of spellcasters or 
  dead awakened by dark energies. Some 
  zombies carry a disease that causes their 
  victims to turn into zombies too.  
   
   
  
  Shinobi & Samurai 
  70 
  Treasure 
   
  Apart from gaining new levels, treasure is 
  another way how players can – and indeed 
  should – be rewarded. Treasure includes 
  everything the player characters take from 
  fallen enemies, steal, find in dungeons and 
  acquire elsewise. 
   
  A monster’s challenge level determines how 
  much treasure the monster has, as shown in 
  the table below. This is merely a guideline, 
  though. A part of the treasure should be paid 
  out not in money, but in other valuables like 
  gems. Some monsters will not carry money at 
  all. Instead, parts of their body, like their fur, 
  might be valuable and serve as treasure. 
  Creatures that do not have anything valuable 
  at all are fine as well and can be balanced with 
  other monsters having an above-average 
  amount of treasure as the game master sees it 
  fit. 
   
  Table 27: Monster Treasure Value 
  Die Roll 
  Treasure (sp) 
  1 
  CL 
   10
   
  2 – 3 
  CL 
   20
   
  4 – 5 
  CL 
   30
   
  6 
  CL 
   40
   
   
  Treasure should be handed out in fair way 
  with some randomness included. This way, the 
  players will neither have the feeling that they 
  will get the right items anyway, nor will every 
  treasure hoard be a new source of frustration 
  with one player getting suitable items all the 
  time while others go away empty-handed.  
   
  This section also has special variants of 
  common items, like magical armour and 
  weapons with special powers as well as items 
  that cannot be bought in regular shops. 
   
  Alarm Bell: This bell can be activated once per 
  day. Whenever an intruder enters the area 
  around the bell, it begins to ring loudly. 
   
  Amulet of Protection: This amulet raises its 
  wielder’s armour class by its enchantment 
  level. 
   
  Amulet of Tiger Speed: The wearer of this 
  amulet gains a +3 speed bonus and a +1 bonus 
  to initiative. 
   
  Archer’s Gloves: These gloves grant the 
  wielder a +2 attack roll bonus to ranged 
  attacks. 
   
  Balm of the Tiger: An alchemical balm that 
  removes all scars, but does not grow back 
  amputated limbs 
   
  Basan Powder: Made from the grinded bones 
  of the dreaded petrifying giant chickens, this 
  fine, creamy dust, when added to a drink and 
  consumed, renders the drinker immune to all 
  magical forms of petrification and paralysis for 
  1d4+2 hours. 
   
  Beads of Incommodious Restriction: When 
  a sohei shouts the name of this magic item 
  then successfully throws this string of large 
  wooden beads over someone of up to human 
  size, that person must succeed at a saving 
  throw or be entangled and unable to move for 
  1d4+1 rounds. 
   
  Bell of Harmony and Serenity: This magical 
  item looks like metal bell, tall and round on 
  the top, complete with a clapper. Sometimes 
  they are even worn and may look fairly 
  mundane. When rung this bell causes all 
  within hearing distance to make a saving 
  throw or become dizzy. Each time the bell is 
  rung during subsequent rounds afterwards the 
  effect culminates until, five rounds later, the 
  victim will fall asleep and dream pleasant and 
  harmonious dreams. Undead and certain 
  supernatural creature are immune to the bell. 
  
  Treasure 
  71 
  Berserking Blade, Cursed: Whenever the 
  wielder of this katana +3 enters combat, he 
  will always attack the nearest target. To avoid 
  slaughtering allies, a roundly saving throw is 
  necessary. To stop fighting after all enemies 
  have been killed, two consecutive successful 
  saving throws have to be made. 
   
  Blood Bow, Cursed: Whenever this daikyu +2 
  is used, it deals two additional points of 
  damage and drains two hit points from the 
  user. 
   
  Blunt Belt: The blunt belt grants the wielder a 
  +3 armour class bonus against attacks with 
  bludgeoning weapons. 
   
  Boots of Avoidance: These boots grant the 
  wearer a +3 armour class bonus against missile 
  attacks 
   
  Boots of Etherealness: Once per day, the 
  wearer of these boots can becomes immune to 
  mundane weapons for 2d4 rounds. 
   
  Boots of the Forest: These boots allow the 
  wearer to walk silently through undergrowth. 
   
  Boots of Lightning Speed: The rare boots of 
  lightning speed triple the wearer’s movement 
  rate. While wearing the boots, the user cannot 
  attack, though. 
   
  Boots of Phasing: With these boots, the 
  wearer can phase from one enemy to any other 
  within a radius of ten metres and attack in the 
  same round. 
   
  Boots of Silence: The steps of the wearer of 
  these boots make not sound. 
   
  Boots of Speed: The boots of speed double its 
  wearer’s movement rate. The wearer cannot 
  perform any additional actions, though. 
   
  Boots of Stealth: The wearer of these boots 
  imposes an additional +1 penalty on everybody 
  making a saving throw to spot him. 
   
  Boots of the North: These boots reduces the 
  damage by all cold attacks by two points. 
   
  Boots of the South: These boots reduces the 
  damage by all fire attacks by two points. 
   
  Bottle of Fog: This small porcelain vial will re- 
  lease a huge cloud of fog if broken. The cloud 
  will last for one hour unless dispersed by heavy 
  wind or magic. Those inside the fog will suffer 
  a -2 malus to attack rolls. 
   
  Brazier of Clearheadedness: The scented 
  smoke arising from this great ceremonial 
  brazier grants a +2 bonus to saving throws to 
  those nearby. The effect lasts for one hour. 
   
  Brush of Copying: If this plain, bamboo-and-
  horsehair brush is traced over another text and 
  the placed on a fresh sheet of parchment will 
  make an exact copy. It may be used once per 
  week. 
   
  Brush of Hu Gua, Cursed: This horsehair 
  brush seems in all respects to be a finely crafted 
  antique. Even when used, it will appear to be a 
  normal brush. Only later, when the inscribed 
  text is examined by another will its true nature 
  be revealed: It subtly distorts the meaning of 
  the text into one of blasphemy and deadly 
  insults. Believed to be the creation of a 
  powerful oni, it was responsible for the 
  downfall of the scholar Hu Gua, who found 
  his petition of introduction to the emperor 
  most unwelcome. 
   
  Brush of Translation: This brush looks like 
  the expensive brushes used by imperial 
  bureaucrats. When used, the scribe may 
  understand any language spoken in his 
  presence. 
   
  
  Shinobi & Samurai 
  72 
  Buckle of Steadfastness: This bronze buckle 
  will add +1 to the wearer’s saving throws when 
  worn. 
   
  Buckle of Defence: This jade buckle in the 
  form of a curled dragon will add +1 to armour 
  class when worn. 
   
  Cauldrons of Smoke: These large bronze 
  tripod cauldrons are engraved in the style of 
  the Yoniguni dynasty. All told, three are 
  known to have been cast. When the 
  inscription is read forth, they will emit a 
  particular kind of smoke depending on the 
  individual cauldron. The fragrance is intense 
  and will work like Death Fog, Solid Fog or 
  Toxic Cloud.  
   
  Chalice of Efficacious Recovery: This gourd- 
  shaped vessel will produce a potion of healing 
  once per week if filled with normal water. The 
  potion works like Cure Wounds II. 
   
  Chalice of Poison: This copper drinking 
  vessel will poison any liquid placed into it and 
  is normally undetectable by any means. 
  Anyone taking even a sip of liquid from the 
  chalice must make a saving throw at a -2 malus 
  or die in spasms of terrible pain. 
   
  Cloak of Bravery: This cloak makes the 
  wearer immune to magical and mundane fear. 
   
  Cloak of Reflection: This shiny blue cloak 
  halves all electricity damage the wearer takes 
   
  Coins of Fortune: Only found in sets of three, 
  these antique doughnut-shaped coins will 
  bring luck upon the possessor once per day 
  and grant an automatic success on a saving 
  throw. 
   
  Cloak of Poison, Cursed: This cloak poisons 
  the wearer and causes on point of damage per 
  hour. 
   
  Dancing Fan: When this fan is used, it 
  imbues the possessor with a phenomenal skill 
  at dancing for one hour twice per day. 
   
  Dust of Lotus: This dust is distilled from the 
  black lotus. Anyone inhaling the resinous 
  particles must make a saving throw or fall into 
  a deep sleep for 1d6 hours. 
   
  Dust of Storms: This bluish-gold sand is 
  highly reactive to air and is always stored in a 
  stoppered vial of some sort. When released, it 
  will create a local thunderstorm. 
    
  Drums of Terror: This large bronze drum is 
  engraved with the hideous visages of spectral 
  ghosts and skeletal warriors. Anyone hearing 
  the abominable tones produced must make a 
  saving throw at a -2 penalty or flee in terror for 
  1d6 rounds. 
   
  Fire Hara-ate: This hara-ate +2 reduces the 
  damage by all fire attacks by two points. 
   
  Flute of Defence:  This short-lacquered bam- 
  boo flute is enchanted to be as hard as cast 
  iron. When used as a weapon, it works like a 
  bo. 
   
  Flute of Taming: This long bamboo flute, 
  when played by a skilled flautist, may charm 
  animal up to three times per day provided the 
  animal fail a saving throw. 
   
  Gauntlets of Oni Strength: These gauntlets 
  let the wearer do two additional points of 
  damage with melee attacks. 
   
  Gauntlets of Weapon Expertise: The wearer 
  of these gauntlets gains a +1 attack power 
  penalty. 
   
  Girdle of Kyojin Strength: This girdle grants 
  the wearer a +2 bonus to attack and damage 
  rolls.  
   
  
  Treasure 
  73 
  Golden Girdle: This girdle grants the wielder 
  a +2 armour class bonus against slashing 
  weapons. 
   
  Gong of Meditation: This small bronze gong 
  when commanded by its owner, will make a 
  repetitive series of low tones. This effect will 
  aid the meditation of all listeners, lowering the 
  time needed to pray for a full complement of 
  sohei spells to one hour. 
   
  Gong of Summoning: This large bronze 
  gong, covered in unknown sigils, will summon 
  a randomly determined creature when struck 
  in the correct manner, once per month. 
   
  Goza of Chao the Miserly: This goza is a 
  rolled up straw mat. Unravelling it and placing 
  it on the ground causes a magical hole to 
  appear under it. Objects or beings may be 
  placed in the hole. When the mat is placed 
  back over the hole and then removed, the hole 
  has disappeared. The objects or beings are 
  magically kept in stasis until the goza is placed 
  back in the same place and the hole reappears. 
  A popular folksong claims that Chao himself, 
  after years of hoarding his ill-gotten gains, was 
  imprisoned in one such hole by a wily yakuza. 
   
  Hakama of Dancing, Cursed: These are 
  baggy cotton trousers that cause the wearer to 
  bust some shapes in the presence of anyone of 
  higher social status. 
   
  Helmet of Bravery: The wearer of this helmet 
  will never be struck by fear. 
   
  Helmet of Charm Protection: As long as this 
  helmet is worn, its wearer cannot be charmed, 
  or mind-controlled in any other way. It will 
  not end a charm put on a creature before it put 
  on the helmet. 
   
  Helmet of Darkvision: This helmet grants the 
  wearer darkvision. 
   
  Helmet of Defence: This helmet grants the 
  wearer a +1 bonus to all saving throws. 
   
  Helmet of Regeneration: The wearer of his 
  helmet regenerates one hit point per hour. 
    
  Hood of Auspicious Resemblance: A black 
  and crimson hood that fastens to itself with a 
  jade dragon brooch. When the hood is put on, 
  a person’s facial features will appear to 
  resemble whoever anyone who encounters the 
  wearer wants to see the most. After 10d4 
  minutes, an onlooker is permitted a saving 
  throw to see through the disguise. If the hood 
  is removed, the wearer’s true face is revealed. 
   
  Ink of the Monks of Taraka: The mountain 
  monastery of Taraka is famed for the quality of 
  the inks its monks produce, made from a kind 
  of berry native to the region, and widely 
  sought by spellcasters. Magical scrolls written 
  using these inks have a 50% chance of being 
  able to re-used a second time, 25% a third 
  time an so forth. 
   
  Ice Tatami-gusoku: This tatami-gusoku +4 
  reduces the damage by all fire attacks by two 
  points. 
   
  Inkstone of Calligraphy: This is a blotter 
  stone decoratively carved and bearing a large, 
  flat surface for the mixing of ink and a 
  hollowed out area for water. If a calligrapher 
  uses it to prepare ink and dips the brush from 
  it he or she may copy any scroll without error, 
  once per week. 
   
  Jingasa of Unreliable Ascension: A steel 
  helmet that, when the wearer crosses wrists 
  across their chest, spins around while the 
  character rises, works like Levitate. The spell 
  lasts one round per level or until the wrists are 
  uncrossed. 
   
  Jingasa of the Hungry Shark: A spinning 
  jingasa with serrated edges that act as a 
  chainsaw. 
  
  Shinobi & Samurai 
  74 
  Jingasa of the Thrice-Generous Turtle: This 
  turtle shell-patterned jingasa that fills with one 
  portion of turtle soup three times per day 
  when prayed over. 
   
  Jingasa of Most Joyous Return: A dense-
  wooden jingasa that returns to the owner after 
  being thrown as a missile weapon. It hits 
  victims like a do. 
    
  Kite of Surveillance: This silken kite is 
  constructed in the form of either a long-tailed 
  dragon or a feathered oriental phoenix. When 
  the kite is sent aloft by its owner (holding the 
  strings) it will relay images of all that it sees. 
  The kite has no ability to see in darkness and 
  will only see things visible to a normal human. 
   
  Lens of Seeing: This is a single crystal lens 
  about the size of a bottle cap. When held to 
  the eye the user can see things normally 
  undetectable, like invisible creatures. 
   
  Mask of Terror: This large lacquered wooden 
  mask is carved into the leering visage of a 
  demon. All those who look upon the wearer 
  must make a saving throw or be struck by fear 
  as long as the wearer is visible. 
   
  Metamagical Amulet: The wearer of this 
  amulet can memorise and extra second-level 
  spell. 
   
  Mirror of Transcription: This is a crystal 
  mirror of fine make. The user must place a 
  written, nonmagical work and a piece of plain 
  parchment side by side and use the mirror to 
  reflect the words from the one onto the other. 
  An identical copy will be created. However, in 
  the case of calligraphy or works of art, the 
  forgery will obvious on close examination by 
  an expert. 
  Oil of Yo: This oil, made from the recipe of 
  the Yellow Thatch Sorcerer Yo Pei, is 
  transparent, and may be identified only by its 
  pungent odour. It conceals a deadly and 
  insidious disease. Within the hour the victim’s 
  skin will begin to sprout small tentacle-like 
  growths that wiggle and respond to sound and 
  light. This mutation is short-lived. After about 
  thirty minutes the victim will shudder 
  violently, collapse, and die. This is a powerful 
  item and will be very rare and expensive. Its 
  use has only been reported widely in the death 
  of the emperor Jing Huodi. 
    
  O-yoroi of Namura the Valorous: This full 
  suit of armour was forged by the master smith 
  Kumushima 
  for 
  the 
  legendary 
  warlord 
  Namura of the Torashi clan using metal from 
  a stone who is said to have fallen down from 
  the heavens during a night under such a 
  powerful storm one would believe it had been 
  sent by the god themselves. The o-yoroi is of 
  superlative craftsmanship, inlaid with gold and 
  silver depictions of Namura’s great victory at 
  the Battle of the Valley of the Mists. The 
  armour was lost when one of his descendants 
  was killed in battle during the war that would 
  spell the downfall of the Torashi clan, 
  generations latter; its different parts are now 
  said to be scattered across the land. It is an o-
  yoroi +3, grants the wearer and all nearby allies 
  a +2 saving throw bonus against moral failure 
  and makes the wearer immune to all forms of 
  fear. 
   
  Petal Slippers, Cursed: These slippers shrink 
  the wearer’s feet to the size of a lotus petal and 
  reduce his speed to one quarter. They may 
  only be removed by whispering the secret 
  command word written inside the sole. 
   
  Pi-pa of Repose: When the stings of this 
  mandolin-like instrument are plucked by an 
  experienced musician, all listeners must make a 
  saving throw or fall into a deep sleep. It can be 
  sued only once per day.  
   
  Prayer Beads: These specially crafted beads 
  are enchanted with a particular sohei spell, 
  which may be used once per day. 1d3 are 
  typically found one a string with several 
  mundane beads. 
  
  Treasure 
  75 
    
  Qin of Attraction: This stringed instrument 
  emits a lovely, soothing tone when in the 
  hands of a practiced musician. It will act as a 
  Charm Person spell for a maximum duration of 
  half an hour once per day. 
   
  Ring of Alertness: The wearer of this ring is 
  granted a +1 bonus to surprise rolls. 
   
  Ring of Protection: Rings of protection raise 
  their 
  wielder’s 
  armour 
  class 
  by 
  their 
  enchantment level. 
   
  Ring of Sorcery: The rare and sought-after 
  ring of wizardry allows the wearer to memorise 
  two additional first-level spells, provided he is 
  an arcane spellcaster. 
   
  Robe of Fortuitous Resplendence: Though it 
  appears to be just a beautiful silken kimono, 
  this garment is woven with magic. In times of 
  personal crisis (when the wearer has only half 
  his maximum hit points or less left), the wearer 
  may reach into one of the sleeves and pull out 
  an object that may be of aid in the situation. 
  The robe has seen better days and is ripped in 
  places, causing one in six of the items pulled 
  from the sleeve to either be cursed or of no 
  benefit at all to the wearer in their current 
  predicament. 
   
  Scholars’ Fan: This fan was once owned by 
  the famous poet Po Bei. When the command 
  word is spoken, it will hang in mid-air and 
  swat flies, shield from the sun, and gently 
  flutter. 
   
  Shadow Manchira: This manchira +1 is made 
  of unnaturally dark leather and favoured by 
  ninja. The wearer imposes an additional +3 
  penalty on everybody making a saving throw 
  to spot him. 
   
  Slippers of Silent Treading: these silk slippers 
  completely muffle all sounds of walking when 
  worn. They may only be worn indoors and are 
  commonly used by thieves or ninja. 
   
  Spiral Helmet: This helmet grants the wearer 
  immunity to confusion. 
   
  Spirit Brush: This rather large and ornate 
  brush is in fact the physical form of a spirit. 
  This brush may write by itself if given proper 
  dictation and materials. It can also fight in a 
  limited fashion if ordered to by throwing ink 
  into the eyes or giving the target a head-butt. 
   
  Temple Bell: Many of these bells exist, each 
  with different abilities. Many are used to 
  summon worshippers throughout an area to 
  worship. Some alter weather, some cause fear 
  or terror. 
    
  Vase of the Sea: This finely made, blueware 
  porcelain vase is covered in scenes of maritime 
  life. Once per month, if turned upright and a 
  command word is spoken, it will summon a 
  water elemental. 
   
  War Fan of Repetition: This is a fan made of 
  overlapping strips of razor-sharp steel. When 
  thrown, it will speed unerringly towards its 
  target and return again to its owner. 
   
   
  
  Shinobi & Samurai 
  76 
  Index of Tables 
   
  Table 1: Bozu Advancement ........................................................................................................ 4 
  Table 2: Bozu Armour Class and Damage Progression ................................................................ 4 
  Table 3: Bushi Advancement ....................................................................................................... 5 
  Table 4: Ite Advancement ........................................................................................................... 6 
  Table 5: Ite Marksmanship Bonus ............................................................................................... 6 
  Table 6: Kensei Advancement ..................................................................................................... 7 
  Table 7: Kensei Armour Class and Weapon Bonus Progression ................................................... 7 
  Table 10: Mahotsukai Advancement ........................................................................................... 8 
  Table 11: Mahotsukai Spell Progression ...................................................................................... 8 
  Table 8: Shinobi Advancement ................................................................................................... 9 
  Table 9: Samurai Advancement ................................................................................................. 10 
  Table 12: Sohei Advancement ................................................................................................... 11 
  Table 13: Sohei Spell Progression .............................................................................................. 11 
  Table 14: Sumotori Advancement ............................................................................................. 12 
  Table 15: Coinage ..................................................................................................................... 13 
  Table 16: Clothing .................................................................................................................... 13 
  Table 17: Adventuring Equipment ............................................................................................ 13 
  Table 18: Provisions .................................................................................................................. 13 
  Table 19: Melee Weapons ......................................................................................................... 14 
  Table 20: Missile Weapons ....................................................................................................... 15 
  Table 21: Ammunition ............................................................................................................. 15 
  Table 22: Armour ..................................................................................................................... 16 
  Table 23: Weapon Damage by Class ......................................................................................... 19 
  Table 24: Confusion Status Effect ............................................................................................. 21 
  Table 27: Monster Hit Dice and Stats ....................................................................................... 29 
  Table 28: Monster Traits and Challenge Level .......................................................................... 29 
  Table 29: Monster Treasure Value ............................................................................................ 70 
   
  
  Index 
  77 
  Index 
   
   
   
  A 
  Ability, Monster ................................. 28 
  Acid Arrow ......................................... 23 
  Adventuring Equipment ..................... 13 
  Air Elemental, Greater ........................ 32 
  Air Elemental, Lesser .......................... 32 
  Air Walk ............................................. 26 
  Akaname ............................................ 32 
  Akashita .............................................. 32 
  Akikage ............................................... 33 
  Alarm Bell .......................................... 70 
  Alter Self ............................................. 25 
  Amanojaku ......................................... 33 
  Amikiri ............................................... 33 
  Amulet of Protection .......................... 70 
  Amulet of Tiger Speed ....................... 70 
  Animal Growth .................................. 23 
  Animate Dead .................................... 24 
  Ant, Giant, Queen ............................. 34 
  Ant, Giant, Warrior ........................... 34 
  Ant, Giant, Worker ............................ 34 
  Aonyobo ............................................. 34 
  Archer’s Gloves ................................... 70 
  Armour ............................................... 16 
  Armour Class ...................................... 20 
  Armour Class, Monster ...................... 28 
  Arrow, Leaf Head ............................... 15 
  Arrow, War ........................................ 15 
  Ashura ................................................ 35 
  Attack of Opportunity........................ 20 
  Attack Roll ......................................... 20 
  Attack, Monster.................................. 28 
  Auditory Illusion ................................ 25 
  Awabi ................................................. 34 
  Azukiarai ............................................ 35 
  B 
  Backpack ............................................ 13 
  Backstab ............................................... 9 
  Bajang ................................................ 35 
  Bakekujira .......................................... 35 
  Bakemono .......................................... 36 
  Bakemono-toro .................................. 36 
  Bakeneko ............................................ 36 
  Baku ................................................... 36 
  Ball, Lead ........................................... 15 
  Balm of the Tiger ............................... 70 
  Basan Powder ..................................... 70 
  Basket ................................................. 13 
  Bat, Giant ........................................... 37 
  Bat, Monstrous ................................... 37 
  Bat, Vampire ...................................... 37 
  Battle Cry ........................................... 10 
  Beads of Incommodious Restriction ... 70 
  Bear, Black ......................................... 37 
  Bear, Cave .......................................... 37 
  Bee, Giant .......................................... 37 
  Bee, Giant, Queen .............................. 37 
  Beer .................................................... 13 
  Beetle, Fire ......................................... 38 
  Beetle, Giant ....................................... 38 
  Bell of Harmony and Serenity ............ 70 
  Belt ..................................................... 13 
  Berserking Blade, Cursed .................... 71 
  Bestiary ............................................... 28 
  Bisan ................................................... 38 
  Blanket ............................................... 13 
  Blastbones........................................... 24 
  Bless.................................................... 26 
  Blink ................................................... 25 
  Blood Bow, Cursed ............................ 71 
  Blowpipe ............................................ 15 
  Blunt Belt ........................................... 71 
  Bo… ................................................... 13 
  Boar .................................................... 38 
  Bolt, Iron ............................................ 15 
  Bolt, Piercing ...................................... 15 
  Boots .................................................. 13 
  Boots of Avoidance ............................. 71 
  Boots of Etherealness .......................... 71 
  Boots of Lightning Speed ................... 71 
  Boots of Phasing ................................. 71 
  Boots of Silence .................................. 71 
  Boots of Speed .................................... 71 
  Boots of Stealth .................................. 71 
  Boots of the Forest ............................. 71 
  Boots of the North ............................. 71 
  Boots of the South .............................. 71 
  Bosu ..................................................... 4 
  Bottle of Fog ....................................... 71 
  Brazier of Clearheadedness ................. 71 
  Brush of Copying ............................... 71 
  Brush of Hu Gua, Cursed .................. 71 
  Brush of Translation ........................... 71 
  Buckle of Defence .............................. 72 
  Buckle of Steadfastness ....................... 72 
  Bullet .................................................. 15 
  Burning Hands ................................... 23 
  Bushi .................................................... 5 
  C 
  Carp, Giant ........................................ 38 
  Carp, Monstrous ................................ 39 
  Cauldrons of Smoke ........................... 72 
  Centipede, Giant ................................ 39 
  Centipede, Huge ................................ 39 
  Centipede, Monstrous ........................ 39 
  Chakram............................................. 15 
  Chalice of Efficacious Recovery .......... 72 
  Chalice of Poison ................................ 72 
  Challenge ........................................... 10 
  Challenge Level .................................. 28 
  Character Class ..................................... 3 
  Character Creation ............................... 3 
  Character Race ..................................... 3 
  Charm Monster .................................. 23 
  Charm Person ..................................... 23 
  Charm Undead ................................... 24 
  Charmed ............................................. 21 
  Chest .................................................. 13 
  Chu-ko-nu .......................................... 15 
  Class ..................................................... 3 
  Class Level .......................................... 18 
  Cleave ................................................... 5 
  Cloak of Bravery ................................. 72 
  Cloak of Poison, Cursed ..................... 72 
  Cloak of Reflection ............................. 72 
  Cloak Undead .................................... 24 
  Cloak, Magical ................................... 18 
  Clothing ............................................. 13 
  Code of the Samurai ........................... 10 
  Coins of Fortune ................................ 72 
  Combat .............................................. 19 
  Combat Experience .............................. 4 
  Combat Finesse .................................... 5 
  Combat Sequence ............................... 19 
  Command .......................................... 26 
  Common Items .................................. 13 
  Confused ............................................ 21 
  Confusion ........................................... 23 
  Conthin .............................................. 39 
  Copper Piece ...................................... 13 
  Cord ................................................... 13 
  Corpse Feats ....................................... 24 
  Corpse Visage ..................................... 24 
  Cotton Robe ....................................... 13 
  Cotton Trousers ................................. 13 
  Crab, Giant ........................................ 39 
  Creeping Fog ...................................... 25 
  Critical Failure .................................... 20 
  Critical Hit ......................................... 20 
  Crocodile ............................................ 40 
  Crocodile, Giant ................................. 40 
  Cure Disease ....................................... 26 
  Cure Wounds I ................................... 26 
  Cure Wounds II ................................. 26 
  Cure Wounds III ................................ 26 
  Currency ............................................. 13 
  Cursed Equipment ............................. 18 
  D 
  Daikyu ................................................ 15 
  Dancing Fan ....................................... 72 
  Dancing Shadows ............................... 25 
  Darkness I .......................................... 24 
  Darkness II ......................................... 24 
  Darkvision .......................................... 24 
  Death .................................................. 18 
  Death Fog ........................................... 25 
  Detect Evil .......................................... 11 
  Detect Magic ........................................ 8 
  Die ....................................................... 3 
  Dimension Door ................................ 25 
  
  Shinobi & Samurai 
  78 
  Disguise Undead ................................ 24 
  Dispel Evil .......................................... 26 
  Dispel Magic ...................................... 23 
  Distances ............................................ 20 
  Do-maru ............................................ 16 
  Dragon, Coiled .................................. 40 
  Dragon, Earth .................................... 40 
  Dragon, Heavenly .............................. 41 
  Dragon, River ..................................... 41 
  Dragon, Spirit .................................... 41 
  Dragon, Underworld .......................... 41 
  Drums of Terror ................................. 72 
  Dust of Lotus ..................................... 72 
  Dust of Storms ................................... 72 
  E 
  Earth Elemental, Greater .................... 42 
  Earth Elemental, Lesser ...................... 42 
  Emotions ............................................ 25 
  Enchant Weapon ................................ 26 
  Entangled ........................................... 21 
  Equipment ......................................... 13 
  Equipment Weight ............................. 18 
  Equipment, Cursed ............................ 18 
  Equipment, Magical ........................... 18 
  F 
  Fan, War ............................................ 15 
  Favoured Weapon ................................ 7 
  Fear Aura ............................................ 24 
  Fearless ............................................... 10 
  Feather Fall ......................................... 23 
  Feeblemind ......................................... 23 
  Finger of Death .................................. 27 
  Fire Elemental, Greater ...................... 42 
  Fire Elemental, Lesser ......................... 42 
  Fire Hara-ate ...................................... 72 
  Firearms ............................................. 15 
  Fireball ............................................... 23 
  Fist Fight ............................................ 20 
  Flail .................................................... 13 
  Flash ................................................... 25 
  Flute of Defence ................................. 72 
  Flute of Taming ................................. 72 
  Food ................................................... 13 
  Food, Banquet .................................... 13 
  Food, Common .................................. 13 
  Food, Poor ......................................... 13 
  Fool’s Gold ......................................... 25 
  Fox Monk .......................................... 42 
  Frog Crotch ........................................ 15 
  Fukimi-bari ........................................ 16 
  Funayurei ........................................... 43 
  Furi .................................................... 43 
  Fur-Trimmed Robe ............................ 13 
  Futakuchi-onna .................................. 43 
  G 
  Game Master ........................................ 3 
  Gashadokuro ...................................... 43 
  Gauntlets of Oni Strength .................. 72 
  Gauntlets of Weapon Expertise .......... 72 
  Gauntlets, Magical ............................. 18 
  Genjutsushi .......................................... 8 
  Ghost Arrow ....................................... 24 
  Ghoul ................................................. 43 
  Ghoul Servant .................................... 24 
  Ghoulish Claws .................................. 24 
  Girdle of Kyojin Strength ................... 72 
  Goblin Rat ......................................... 44 
  Gold Piece .......................................... 13 
  Golden Girdle .................................... 73 
  Gong of Meditation ........................... 73 
  Gong of Summoning .......................... 73 
  Goza ................................................... 13 
  Goza of Chao the Miserly ................... 73 
  Grain, Horse ...................................... 13 
  Grappler ............................................. 12 
  Grappling ........................................... 21 
  H 
  Hainu ................................................. 44 
  Hakama .............................................. 13 
  Hakama of Dancing, Cursed .............. 73 
  Hanburi .............................................. 16 
  Hankyu .............................................. 16 
  Hannya ............................................... 44 
  Hara-ate-gawa .................................... 16 
  Haramaki ........................................... 16 
  Haramaki-do ...................................... 16 
  Harionago .......................................... 44 
  Haste .................................................. 25 
  Hat, Straw .......................................... 13 
  Hata-ate .............................................. 16 
  Healing ............................................... 18 
  Hebijosei ............................................ 45 
  Hebi-no-onna ..................................... 45 
  Helmet of Bravery .............................. 73 
  Helmet of Charm Protection .............. 73 
  Helmet of Darkvision ......................... 73 
  Helmet of Defence ............................. 73 
  Helmet of Regeneration ..................... 73 
  Hit Die, Monster ............................... 28 
  Hitotsumekozo ................................... 45 
  Hold Metal ......................................... 27 
  Hold Monster ..................................... 23 
  Hold Person ....................................... 23 
  Hold Undead ..................................... 24 
  Holy Aura I ........................................ 27 
  Holy Aura II ....................................... 27 
  Ho-o ................................................... 46 
  Hood of Auspicious Resemblance ...... 73 
  Horo ................................................... 16 
  Hsing-sing .......................................... 46 
  Human Ashigaru ................................ 46 
  Human Bandit ................................... 46 
  Human Woko .................................... 46 
  Humming Bird ................................... 16 
  Hyakuhei ............................................ 47 
  Hypnotic Pattern ................................ 25 
  I 
  Ice Tatami-gusoku .............................. 73 
  Ichibu ................................................. 13 
  Ikuchi ................................................. 47 
  Initiative ............................................. 19 
  Ink of the Monks of Taraka ................ 73 
  Ink Well ............................................. 13 
  Inkstone of Calligraphy ...................... 73 
  Insanity ............................................... 24 
  Insect Plague ....................................... 27 
  Invisibility........................................... 21 
  Invisibility I ........................................ 25 
  Invisibility II ....................................... 26 
  Iron Bolt ............................................. 15 
  Iron Skin ............................................ 27 
  Ishidzukuishishi .................................. 47 
  Isonade ............................................... 47 
  Ite 6 
  J 
  Jikiketsugaki ....................................... 48 
  Jikinikugaki ........................................ 48 
  Jikininki .............................................. 48 
  Jingasa ................................................ 17 
  Jingasa of Most Joyous Return ........... 74 
  Jingasa of the Hungry Shark ............... 73 
  Jingasa of the Thrice-Generous Turtle 74 
  Jingasa of Unreliable Ascension .......... 73 
  Jishinmushi ......................................... 49 
  Jitte ..................................................... 13 
  Jo… .................................................... 13 
  Jorogumo ............................................ 49 
  Jubokko .............................................. 49 
  K 
  Kabuto ................................................ 17 
  Kaeruningen ....................................... 49 
  Kama .................................................. 14 
  Kamaitachi ......................................... 50 
  Kappa ................................................. 50 
  Kappa-ti .............................................. 50 
  Katana ................................................ 14 
  Kau-sin-ke .......................................... 14 
  Kawanaga ........................................... 14 
  Kenku ................................................. 51 
  Kensei ................................................... 7 
  Kimono .............................................. 13 
  Kite of Surveillance ............................. 74 
  Kitsune ............................................... 51 
  Knock ................................................. 23 
  Koha-ai ............................................... 51 
  Koifolk ............................................... 51 
  Koropokkuru ...................................... 52 
  Kosode ................................................ 13 
  Kubinonaibushi .................................. 52 
  Kuchisake-onna .................................. 52 
  Kurok ................................................. 53 
  Kusari-gama ........................................ 14 
  Kusari-gusoku ..................................... 17 
  
  Index 
  79 
  Kyojin ................................................ 53 
  Kyonshi .............................................. 53 
  L 
  Langgui .............................................. 54 
  Lantern, Hooded ................................ 13 
  Lantern, Paper .................................... 13 
  Lead Ball ............................................ 15 
  Leaf Head Arrow ................................ 15 
  Lens of Seeing .................................... 74 
  Level, Class ......................................... 18 
  Levitate ............................................... 23 
  Lich Touch ......................................... 24 
  Life Drain ........................................... 25 
  Light I ................................................ 23 
  Light II ............................................... 23 
  Lizard Samurai ................................... 54 
  Lizard Samurai Captain ...................... 54 
  Loincloth ............................................ 13 
  M 
  Magic Eye........................................... 23 
  Magic in Combat ............................... 21 
  Magical Equipment ............................ 18 
  Mahotsukai .......................................... 8 
  Mamono ............................................ 54 
  Manchira ............................................ 17 
  Mantis, Giant ..................................... 54 
  Marksmanship ...................................... 6 
  Masakari ............................................. 14 
  Mask of Terror ................................... 74 
  Maun-Ge ............................................ 55 
  Melee Shot ........................................... 6 
  Melee Weapon ................................... 13 
  Menshen............................................. 55 
  Metamagical Amulet .......................... 74 
  Mino .................................................. 13 
  Mirror Image ...................................... 26 
  Mirror of Transcription ...................... 74 
  Missile Weapon .................................. 15 
  Missile Weapon Range ....................... 20 
  Mogurajin .......................................... 55 
  Mon ................................................... 13 
  Money ............................................ 3, 13 
  Monster .............................................. 28 
  Monster Treasure ............................... 70 
  Movement .......................................... 19 
  Movement Monster ............................ 28 
  Mushroomfolk ................................... 56 
  N 
  Nagamaki ........................................... 14 
  Naginata ............................................. 14 
  Nekode ............................................... 14 
  Neutralise Poison ............................... 27 
  Nezumi .............................................. 56 
  Ningyo ............................................... 56 
  Ninja-to .............................................. 14 
  Nonlethal Damage ............................. 21 
  Nue .................................................... 56 
  Nunchaku .......................................... 14 
  O 
  Oban .................................................. 13 
  Octopus, Giant ................................... 57 
  Oil ...................................................... 13 
  Oil of Yo ............................................ 74 
  Oni ..................................................... 57 
  Oni Mage ........................................... 57 
  Oniaka ................................................ 58 
  Onikage .............................................. 58 
  Oniyama ............................................. 58 
  Onyudo .............................................. 58 
  Origami Warrior ................................ 59 
  Owl, Giant ......................................... 58 
  O-yoroi ............................................... 17 
  O-yoroi of Namura the Valorous ....... 74 
  Oyumi ................................................ 16 
  P 
  Paper .................................................. 13 
  Paper Ghost ........................................ 59 
  Paralysed ............................................. 21 
  Parry ..................................................... 4 
  Pass Wall ............................................ 23 
  Perception .......................................... 10 
  Petal Slippers, Cursed ......................... 74 
  Phantasmal Force ............................... 26 
  Piercing Bolt ....................................... 15 
  Pi-pa of Repose ................................... 74 
  Platinum Piece .................................... 13 
  Player .................................................... 3 
  Player Character ................................... 3 
  Poh ..................................................... 59 
  Polymorph .......................................... 23 
  Pot, Iron ............................................. 13 
  Prayer Beads ....................................... 74 
  Project Image...................................... 26 
  Provisions ........................................... 13 
  Purify .................................................. 27 
  Q 
  Quiver Rope ....................................... 13 
  R 
  Race ...................................................... 3 
  Raincape, Straw .................................. 13 
  Ranged Weapon ................................. 15 
  Rapid Shot ........................................... 6 
  Rat, Dire............................................. 59 
  Raven ................................................. 60 
  Remove Curse .................................... 27 
  Resist Elements ................................... 27 
  Rice .................................................... 13 
  Ring of Alertness ................................ 75 
  Ring of Protection .............................. 75 
  Ring of Sorcery ................................... 75 
  Ring, Magical ..................................... 18 
  Robe of Fortuitous Resplendence ....... 75 
  Robe, Cotton ...................................... 13 
  Robe, Fur-Trimmed ........................... 13 
  Robe, Magical ..................................... 18 
  Robe, Silk ........................................... 13 
  Rokurokubi ........................................ 60 
  Rope, Quiver ...................................... 13 
  Rot Flesh ............................................ 25 
  Rules of the Ring ................................ 12 
  Running Shot ....................................... 6 
  Ryo ..................................................... 13 
  S 
  Sai ....................................................... 14 
  Sake .................................................... 13 
  Samurai .............................................. 10 
  Sandals ................................................ 13 
  Sash .................................................... 13 
  Sasumata ............................................. 14 
  Satori .................................................. 60 
  Saving Throw ..................................... 19 
  Saving Throw, Monster ...................... 28 
  Scholars’ Fan ...................................... 75 
  Scythe ................................................. 14 
  Second Rank ....................................... 21 
  Second Wind ........................................ 7 
  Shadow Door ..................................... 26 
  Shadow Manchira ............................... 75 
  Shadow Monsters I ............................. 26 
  Shadow Monsters II............................ 26 
  Shadow Samurai ................................. 61 
  Shansao ............................................... 61 
  Shield.................................................. 27 
  Shikkigaki ........................................... 61 
  Shikomi-zue........................................ 14 
  Shinobi ................................................. 9 
  Shinobi Talents .................................... 9 
  Shocker Lizard .................................... 62 
  Shrangaathi ......................................... 62 
  Shuriken ............................................. 16 
  Silence ................................................ 27 
  Silent Shadow ....................................... 9 
  Silk Robe ............................................ 13 
  Silver Piece ......................................... 13 
  Skeletal Servant ................................... 25 
  Skeleton .............................................. 62 
  Sleep ................................................... 23 
  Sling ................................................... 16 
  Slippers of Silent Treading ................. 75 
  Slow .................................................... 23 
  Solid Fog ............................................ 26 
  Speak with Animal ............................. 27 
  Speak with Dead................................. 25 
  Speak with Plants ............................... 27 
  Spectral Sense ..................................... 25 
  Speed .................................................. 19 
  Speed, Monster ................................... 28 
  Spellcasting .................................... 8, 11 
  Spells in Combat ................................ 21 
  Spider Climb ...................................... 25 
  Spider, Bone ....................................... 62 
  
  Shinobi & Samurai 
  80 
  Spider, Giant ...................................... 62 
  Spiral Helmet ..................................... 75 
  Spirit Brush ........................................ 75 
  Starting Money .............................. 3, 13 
  Status Effect ....................................... 21 
  Stone .................................................. 16 
  Straw Hat ........................................... 13 
  Straw Raincape ................................... 13 
  Straw Sleeping Mat ............................ 13 
  Stunned .............................................. 21 
  Stunning Blow ................................... 12 
  Subdual Damage ................................ 21 
  Suggestion .......................................... 26 
  Sumotori ............................................ 12 
  Surprise Check ................................... 19 
  T 
  Tabi .................................................... 13 
  Tako ................................................... 63 
  Tanegashima ...................................... 16 
  Tanto ................................................. 15 
  Tasloi ................................................. 63 
  Tatami-gusoku ................................... 17 
  Tea ..................................................... 13 
  Telekinesis .......................................... 23 
  Temple Bell ........................................ 75 
  Tender Box ........................................ 13 
  Tengu ................................................. 63 
  Tent ................................................... 13 
  Terracotta Horseman ......................... 63 
  Terracotta Soldier ............................... 64 
  Tetsubo .............................................. 15 
  Tetsuho .............................................. 16 
  Tiger ................................................... 64 
  Time ................................................... 19 
  Toad, Fire ........................................... 64 
  Toad, Giant ........................................ 64 
  Todawan Master ................................ 64 
  Tonfa ................................................. 15 
  Torch ................................................. 13 
  Tortoise, Giant ................................... 65 
  Toxic Cloud ....................................... 24 
  Treasure ............................................. 70 
  Treasure, Monster .............................. 70 
  Troll, Marsh ....................................... 65 
  Troll, Shadow ..................................... 65 
  Trousers, Cotton ................................ 13 
  True Sight .......................................... 26 
  U 
  Uchi-ne .............................................. 16 
  Unarmed Combat .............................. 12 
  Unarmoured ....................................... 20 
  Unseen Servant ................................... 26 
  V 
  Vase of the Sea ................................... 75 
  Volley Fire ............................................ 6 
  W 
  Wakibiki ............................................. 17 
  Wakizashi ........................................... 15 
  Wall of Fog......................................... 26 
  Wang-Liang ........................................ 65 
  Wanyudo ............................................ 66 
  War Arrow ......................................... 15 
  War Fan ............................................. 15 
  War Fan of Repetition ........................ 75 
  Water Breathing ................................. 24 
  Water Elemental, Greater ................... 66 
  Water Elemental, Lesser ..................... 66 
  Water Walk ........................................ 27 
  Waterskin ........................................... 13 
  Weapon Damage by Class .................. 19 
  Weapon Immunity ............................. 21 
  Weapon, Melee .................................. 13 
  Weapon, Missile ................................. 15 
  Weapon, Ranged ................................ 15 
  Web .................................................... 24 
  Weight................................................ 18 
  Whip .................................................. 15 
  Wicker Basket..................................... 13 
  Wolf ................................................... 66 
  Wolf, Dire .......................................... 66 
  X 
  Xiao .................................................... 67 
  Y 
  Yama-Uba .......................................... 67 
  Yari ..................................................... 15 
  Yari-nage ............................................ 16 
  Yeti ..................................................... 67 
  Yienhool ............................................. 67 
  Yojutsushi ............................................. 8 
  Yuki-onna ........................................... 68 
  Yurmp ................................................ 68 
  Yurmp Wrestler .................................. 68 
  Z 
  Zashiki-Warashi ................................. 68 
  Zombie ............................................... 69 
  Zombie Servant .................................. 25 
  Zone of Dread .................................... 25 
  Zone of Truth .................................... 27 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Open Game License 
  81 
  Open Game License 
   
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
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  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
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  Shinobi & Samurai, Leonaru 2014. 
   
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  Shinobi & Samurai 
  82 
   
   
  Stats & Equipment 
  Name: 
   
   
   
  Class: 
   
   
         
  Level: 
   
   
   
  Shinobi & Samurai 
   Character Record Sheet 
  Special Abilities 
  Money & Items  
  Armour Worn 
  Base 
  Total 
  Armour Class 
  Saving Throw 
  Attack 
  Bonus 
  Movement 
  Rate 
  Hit Points 
  Maximum 
  Current 
  Recovered 
  per Rest 
  Nonlethal 
  Damage 
   Weapon  
   Damage  
  Special Qualities 
  CP: 
  SP: 
  GP: 
  PP: 
  
SOURCE: textdata/thevault/Shinobi & Samurai/Shinobi & Samurai v1.1.pdf