Tian Xia Bestiary
A bestiary of enemies introduced in the Tian Xia World Guide for Pf2e.
(1/Round) Cause an attack to hit an adjacent target instead (DC 13 INT save). Success: immune for the Encounter.
- •Shovel(2x).1d6+6.
If not Defended: Prone
OR:
- •Tear Jugular .2d6+12.
(Hampered target) on damage: Wounded.
At 27 HP, feign surrender then move and use Tear Jugular (ignoring the requirements).
Also known as kuwa, the weakest of the oni flock to quiet downs and small time positions of authority that allow them to lord over civilians with their cruel bullying. The village oni are parasites who eat their neighbors, both out of house and home and literally once they run out of use.
Village oni loathe their reputation as bottom feeders, and are easily agitated by anyone who brings this up.
Cute and harmless while full. When you eat a creature, gain one of its distinctive features till you get hungry again.
- •Fang and Claw (2x).1d6+8.
On damage: Bleeding
Bleeding: take 1 damage per action. Ended by healing
OR:
- •Devour.2d6+16.
(Bleeding target) DC 14 STR save or Prone and Wounded. You regain HP equal to the damage.
(Reach 2) Enemies that end their turns take 5 damage and you regain 5 HP. Shadow spells have Advantage in the area.
Vulnerable to fire. When you take fire: deal double damage this round.
- Tongue.4d6.
(Reach 3) On damage: Grappled (Escape DC 14)
(1/round) when a creature leaves adjacent: 1d10+10, On hit: the target is Grappled (Escape DC 15).
- •Thundering Iron.1d10+20.
(Adjacent 2x2 Area) On Hit: Pushed 2, On crit: Prone
- •Brutal Roar.10.
psychic damage(ignores armor). (Range 12) Up to three targets. DC 15 STR save or Frightened and Deafened (save ends). Success: immune this encounter.
At 60 HP, go into a frenzy: your attacks and attacks against you have Advantage. Gain 20 Temp HP.
When you drown a person, you swap places and become living again while the target becomes a Shui Gui.
The shui gui can't leave the water.
- •Drag Under.1d4+20.
On damage: Grappled (Escape DC 15) and Drowning
Drowning: You can't speak or cast spells and suffer a Wound each turn you end drowning. You can spend 2 actions wretching to end the condition.
OR:
- •Drown the Living.
(Grappled Target) Wounded then DC 15 STR save or 1d4 more wounds.
On initiative: the closest Hero is Frightened.
(1/Round) An attacker must succeed a DC 15 INT save or attack another creature.
- Contagious Whisper.20.
psychic (ignores defense) DC 15 Will (gain Advantage per fail). Fail: Curse of Gab
Curse of Gab: You must spend one action whispering to an adjacent ally, triggering contagious whisper and ending the condition. If there are no adjacent allies, you must spend actions moving to do so.
When crit: DC 16 WILL save or turned into a harmless pig (save/damage ends).
- •Devour.1d4+30.
On crit: Swallowed (Escape DC 16)
Swallowed: You have full cover and your attacks can't miss. You take 20 damage at the start of your turns.
OR:
- •Money is Pain.
(Range sight) target takes damage equal to the gold they carry.
When a melee attack misses you: make a fist attack back.
- •Fist.1d4+15.
(Reach 2) On hit: Dazed; if Dazed: Restrained (Escape DC 17)
- •Falling Frozen Lightning.20.
(Range 12; 6x6 area) enemies who end their turns in the area take 10 damage. The area is difficult terrain for enemies.
At 75 HP, gain Parry: attacks miss you on a 1 or 2.
Found on the frigid mountaintops, snow oni are unusual in their practice of asceticism, though beneath the appearence of tranquility lies a far more sinister vice.
Snow oni tend to pursue physical perfection by any means necessary, training their bodies into deadly weapons, and "practicing" their skills on any unfortunate to cross their paths.
Attacks have Disadvantage against you while climbing; When an attack misses you: move for free.
- •Web.2d8.
(Range 6) On hit: Restrained (Escape DC 17 or any fire or slashing).
- •Bite(1/Turn).2d8+20.
(Hampered target) On damage: Poisoned (healing ends); Poisoned 3 of their turns= incapacitated
- •Summon Spiders.
Conjure two giant spider minions (Size: 1d8) within 6.
Note: The jorogumo can climb and cling to walls and ceilings like a spider. When crit: fall.
(1/Turn) You can make an Opportunity Attack with your Viper Tail (2d6; On damage: Poisoned).
Wind and Lightning spells have Advantage; when cast, you gain Advantage on your next attack.
- •Pounce.
Jump 6. 4d6+10. On damage: Prone
- •Monstrous Howl(1 Use).
(Range 10 AOE) 30 damage (DC 17 WILL save for half). Fail: Wounded and Frightened
- •Howling Lightning.
(Range 12) 4d6+10. Double damage if Prone.
At 50% HP, Monstrous Howl recharges.
The Nue is Dying! 140 more HP and it dies. Until then it becomes a stormcloud that can fly 6 and use Howling Lightning for free each turn.
A terrible beast of ill omen, the nue appears in a roiling black cloud and is followed by earthquakes, storms and disease. The nue's howl is considered an omen of death, and those who survive it often dread a terrible fate that seems to await them.
In mountains: you ignore difficult terrain and can climb any surface.
- •Horn(2x).1d6+10.
On hit: flung primary die spaces. On crit: prone
OR:
- •Hoof.1d6+30.
(Prone target) On damage: Dazed
(1/Round) an attack that hits you hits the creature whose face you copied.
- •Claw Face (2x).2d6+14.
On damage: copy the targets face
OR:
- •Overwrite Memory.20.
(Range 8) psychic damage (ignores Defense), Frightened and DC 18 INT save or Confused
Confused: The GM spends your first action each turn.
At 110 HP: become Invisible and Incorporeal until you lose Concentration.
When crit: turn into ash and fly 8. Until your next turn, you are resistant to physical damage (-10).
At the start of the oni's turn, Smoldering targets take 20 fire damage (DC 18 DEX for half).
- •(2x) Katana.2d6+10.
Either die can crit. Vicious. On hit: Smoldering
- •Dance of Burning War(1 Use).
Move your full speed and make a katana attack against any enemy you move adjacent to, ends early if you miss.
At 90 HP, recharge Dance of Burning War.
The hot headed caldera oni often gravitate to the wild and less subtle art of combat, where their fiery tempers can be unleashed without reservation. While able to shapeshift like other oni, caldera oni are the least likely to be found outside their true form.
Though these oni enjoy the thrill of cutting down hordes of adversaries, caldera oni are the most likely to spare a civilian or weakling simply because there isn't a good fight to be had, however they will Kidnap such people in order to incite greater warriors to attack them.
(Reach 4) Dying targets can't regain HP.
When you move you are incorporeal until your movement ends.
- •Reap Memories (2x).4d8.
(any die can crit) On crit: Dazed and Lost Memories
Lost Memories: Each time you gain this condition lose access to a class feature. This ends when you finish any rest.
- •Reap Soul.
(Dying target) DC 18 WILL save, Fail: dead.
Clear skies follow you wherever you go. You don't provoke Opportunity Attacks, and Wind spells have Disadvantage.
- Flap Wings.2d6+20.
(Reach 2 AOE). On hit: targets are knocked back primary die spaces. On crit: Prone
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
(1/Round) Interpose and attack back with your katana.
- •Katana (2x).2d8+10.
On hit: Taunted
- •Divine Arrow.2d8+10.
(Range 8) You can also heal that much HP to an ally.
(Reach 2) When an enemy heals, tsuneni regains the HP instead. If dealt radiant, suppressed for 1 turn.
When dealt radiant: summon adjacent shadow minions (1/Hero; Size:1d12).
- •Typhoon Strike.2d12+20.
adjacent 3x3 square. A target can fall Prone as a Reaction to take half.
- •Void Step.
Teleport 8. On arrival: (Reach 3 Aoe) 20 damage, DC 18 STR save or pulled adjacent and Restrained (Escape DC 18 or any Radiant)
- •Dark Orders.
(Prone target) immediately spend 3 actions for the target (they immediately regain these actions).
At 50% HP, hungry shadow increases to Reach 4 and deals 5 damage to targets that end their turns in it.
Tsuneni is dying! 170 more HP and he's dead. Until then, hungry shadow increases to 8, isn't suppressed by radiant and the damage increases to 10.
The tyrannical lord of Chu Ye, Tsuneni barely bothers to rule the city and delegates that work to his underlings. Due to his unrivaled power and lack of care for anything but tribute, none have dared to contest his rule, though over the years his unending appetite for human flesh has started to become a problem for the cities population.
The governing council of Chu Ye has secretly sought to have their shogun usurped but have been too busy backstabbing each other to get anything done, but now that Tsuneni has begun eating even the other oni, an unsteady alliance has formed based only in survival.
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
Ranged attacks have Disadvantage, except Wind and Lightning spells which have Advantage.
- •Cacophonous Blow.
Fly 8. 1d10+10. On hit: pushed Primary Die spaces
- •Building Charge.
(Range 6 Aoe) Enemies are Charged.
- •Lightning Storm.
(Charged enemies exposed to the sky) 40 damage (DC 18 DEX save for half, Fail: Dazed).
At 50% HP, Building charge increases to Range 10.
Raijin is dying! 170 more HP and he dies. Until then: (1/Turn) use lightning storm for free against the highest altitude Hero (ignoring requirements).
During this fight, charged enemies beneath cover won't take damage, but when lightning storm is used, the obstacle is destroyed and can't be used for cover.
Teleport anywhere in sight as long as both destinations are in darkness/shadow. Invisible if you end your turn in darkness (ended by attacking).
(1/Round) attack an enemy that moves into an adjacent space if you have Advantage.
- •Shadow Touch.4d8.
On damage: 2 Wounds (3 on a crit).
- •Discordant Melody.2d8+20.
(8-Cone) DC 19 STR save or Blinded and Deafened (healing ends)
At 130 HP, summon shadow minions (2/Hero;Size 1d8), and another per wound you deal for the rest of the encounter.
Sadistic performers, shadow oni are often drawn to the arts, particularly music. Despite their cruel natures, shadow oni value other artists of their particular approach and go out of their way to be in those people's good graces as much as they can. Shadow oni are particularly feared for their touch which rapidly drains all life force. Like all oni, shadow oni can shapeshift into humanoid forms.
(Reach 3) Radiant spells are disrupted. Shadow spells have Advantage.
(1/Turn) When crit: (Range 6 AOE) 20 damage DC 18 DEX save or Blinded (save/healing ends). Regain Lunar Burst.
Fire(R), Cold(R).
- •Lunar Burst.
(Range 2 Aoe) 20 damage. DC 18 STR save or Dazed. Regain Solar Flare.
OR:
- •Pounce(2x).1d4+20.
On hit: Prone. On crit: Grappled (Escape DC 18; you can bring the Grappled target when teleporting)
You are bound to your ward, which you can merge or emerge from as an action. Unless your ward is destroyed, you are reborn after a day.
Enemies have Disadvantage on their first attack against you each round.
- •Touch of Ages.d88.
On damage: Wounded.
- •Fleeting Blossoms.
(Range 12; 3x3 Area) 20 psychic(ignores defense) DC 19 STR or Dazed. Allies in the area lose any negative conditions and gain 20 Temporary HP.
You decide which targets can or can't arrive to or leave your island. Act first on your island.
- •Conductive Downpour.
(Reach 12 Aoe) The area is foggy 1 minute: (Disadvantage on ranged attacks; wind spells cut through), enemies are Damp, and the area is difficult terrain. You ignore downsides.
- •Electrifying Pierce.4d20.
(Reach 4 Line). On hit: Grappled (Escape DC 20). Damp targets take double damage.
- •Devour.2d20+30.
(Grappled target) On hit: Swallowed
Swallowed: You have full cover, and your attacks can't miss. At the end of your turns you take 30 damage and 1 Wound.
At 175 HP: Use Conductive Downpour for free.
Marine tyrants who stake claim to small islands off the coasts, the island oni are rarely found amongst their kin and prefer a life of isolation with a handful of servants. These oni are known to be particularly covetous, and their islands are littered with all kinds of wondrous treasure.