Generic Enemies
Fairy
Small Fey, Chaotic Neutral
- Armor Class: 13
- Hit Points: 10 (4d4)
- Speed: 15 ft., Fly 25 ft.
- Initiative: +2 (12)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
- Skills: Perception +4, History +2
- Senses: Passive Perception 14
- Languages: Common, Fairy, Youkai
- CR 1/2 (XP 100; PB +2)
Traits
Immortal creatures. Fairies can’t die (but can lose HP and get knocked out), don’t age, don’t need to eat (even though they can), as long as they have a home in a plant. Their ability to remember past is limited, old memories being vague and they can misremember even recent events.
Actions
Multiattack. The fairy makes three attacks, using Danmaku or Spells in any combination.
Simple danmaku. Ranged Attack Roll: +4, range 40/160 ft. 1d8 damage (type depends on fairy, Radiant is most common).
Spellcasting. The fair casts following spells, requiring no spell components and using Charisma as the spellcasting ability:
- At Will: Druidcraft, Dancing lights
Phantom
Small Undead, Neutral
- Armor Class: 11
- Hit Points: 10 (1d12)
- Speed: 5 ft., Fly 30 ft. (hover)
- Initiative: +1 (11)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 13 | +1 | +3 |
| CON | 10 | +0 | +0 |
| INT | 9 | -1 | -1 |
| WIS | 7 | -2 | -2 |
| CHA | 10 | +0 | +0 |
- Resistances: Bludgeoning, Piercing, Slashing
- Immunities: Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses: darkvision 60 ft.; Passive Perception 11
- CR 1/2 (XP 100; PB +2)
Traits
Incorporeal Movement. The phantom can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Actions
Multiattack. The phantom makes two Withering Touch attacks.
Withering Touch. Melee Attack Roll: +5, reach 5 ft. 9 (1d10 + 3) Necrotic damage.
Wheel Ghost
Small Construct, Neutral
- Armor Class: 12
- Hit Points: 20 (2d12)
- Speed: Fly 20 ft. (hover)
- Initiative: +1 (11)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| INT | 2 | -4 | -4 |
| WIS | 2 | -4 | -4 |
| CHA | 2 | -4 | -4 |
- Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
- Senses: Passive Perception 6, Blind Vision 40 ft.
- CR 1/2 (XP 100; PB +2)
Traits
Five Lights. Emits 10 ft. of Dim Light.
Actions
Danmaku. Ranged Attack Roll: +3, distance 30 ft. 5 (1d8) Force damage.
Air Traffic Accident. Melee Attack Roll: +4, reach 5 ft. 8 (1d10 + 2) Bludgeoning damage. This attack automatically activates when Wheel Ghost moves into another creature or object, and Wheel Ghost then ends it’s turn
Jimbo
Large Construct, Neutral
Originally just a large nameless Wheel Ghost. Somebody gave it a name. Widely considered the best Touhou Character.
- Armor Class: 14
- Hit Points: 45 (6d10)
- Speed: Fly 20 ft. (hover)
- Initiative: +1 (11)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| INT | 2 | -4 | -4 |
| WIS | 2 | -4 | -4 |
| CHA | 4 | -3 | -3 |
- Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
- Senses: Passive Perception 6, Blind Vision 40 ft.
- CR 2
Traits
Five Lights. Emits 30 ft. of Dim Light.
Actions
Multiattack. The wheel ghost makes three attacks, using Danmaku.
Danmaku. Ranged Attack Roll: +5, distance 30 ft. 14 (2d10) Force damage.
Air Traffic Accident. Melee Attack Roll: +4, reach 5 ft. 8 (2d10 + 3) Bludgeoning damage. This attack automatically activates when Wheel Ghost moves into another creature or object, and Wheel Ghost then ends it’s turn
Kappa Mob
Small Youkai, Neutral
- Armor Class: 13
- Hit Points: 18 (4d8 + 2)
- Speed: 30 ft., Swim 30 ft.
- Initiative: +2 (12)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
- Skills: Perception +4, History +5, Deception +3, Stealth +4, Sleight of hand +4, Arcane +5
- Senses: Passive Perception 12
- Languages: Common, Youkai
- CR 1 (XP 200; PB +2)
Traits
Amphibious. Kappa can breathe air and water.
Hindered Teamwork. Kappas are not great at teamwork. They get disadvantage every time they try to help or are helped when using Craftsmanship Tools.
Actions
Kappa Arm. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. 10 (1d8 + 5) Bludgeoning damage. Retracts after strike.
Water Gun. Melee or Ranged Attack Roll: +4, range 30/90 ft. 8 (1d6 + 4) Cold damage.
Yamawaro Mob
Small Youkai, Neutral
- Armor Class: 14
- Hit Points: 18 (4d8 + 2)
- Speed: 30 ft.
- Initiative: +2 (12)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
- Skills: Perception +4, History +5, Deception +5, Stealth +4, Sleight of hand +4, Arcane +5
- Senses: Passive Perception 12
- Languages: Common, Youkai
- CR 1 (XP 200; PB +2)
Trait
Forest Qi manipulation. They get Advantage in Wisdom Skill Checks while they and the target of their check are in the forest.
Actions
Shuriken. Ranged Attack Roll: +4, range 30/90 ft. 8 (1d6 + 4) Piercing damage.
Named characters
Daiyousei
Small Fey, Chaotic Neutral
Nameless Great Fairy, friend of Cirno.
- Armor Class: 14
- Hit Points: 35
- Speed: 30 ft., Fly 30 ft.
- Initiative: +3 (13)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 16 | +3 | +3 |
| CON | 10 | +0 | +0 |
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 16 | +3 | +3 |
- Skills: Perception +4, History +2
- Senses: Passive Perception 14
- Languages: Common, Fairy, Youkai
- CR 2
Traits
Immortal creatures. Great Fairies can’t die (but can lose HP and get knocked out), don’t age, don’t need to eat (even though they can. Their ability to remember past is limited, old memories being vague and they can misremember even recent events.
Actions
Multiattack. The fairy makes three attacks, using Danmaku or Spells in any combination.
Kunai danmaku. Ranged Attack Roll: +4, range 40/160 ft. 1d8 Piercing damage.
Spellcasting. The fair casts following spells, requiring no spell components and using Charisma as the spellcasting ability:
- At Will: Druidcraft, Dancing lights, Misty Step
Spell-Cards
Fairy Sign - “Bouquet of Knives”
Every turn, she casts Misty Step and then immediately uses Multiattack. Continues for 4 turns, considered a Level 3 spell with Concentration.
Cirno
Small Fey, Chaotic Neutral
Ice Fairy, living in the Igloo at the coast of Misty Lake. “Eye am the strongest!”
- Armor Class: 14
- Hit Points: 35
- Speed: 30 ft., Fly 30 ft.
- Initiative: +3 (13)
| STAT | SCORE | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 10 | +0 | +0 |
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 18 | +4 | +4 |
- Skills: Athletics +4
- Senses: Passive Perception 12
- Languages: Common, Fairy, Youkai
- CR 3
Traits
Immortal creatures. Great Fairies can’t die (but can lose HP and get knocked out), don’t age, don’t need to eat (even though they can. Their ability to remember past is limited, old memories being vague and they can misremember even recent events.
Actions
Multiattack. The fairy makes three attacks, using Danmaku or Spells in any combination.
Ice danmaku. Ranged Attack Roll: +5, range 40/160 ft. 1d10 Cold damage.
Spellcasting. The fairy casts following spells, requiring no spell components and using Charisma as the spellcasting ability:
-
At Will: Ray of Frost
-
Once a Day: Wall of Ice, Perfect Freeze, Icicle Fall
Spell-Cards
Ice Sign “Icicle Fall”
Casts Icicle Fall.
Considered the same Spell Card as Hail Sign “Hailstorm” for counting whether it was already cast this battle.
Hail Sign “Hailstorm”
Casts Icicle Fall but without blind spot, requiring Cirno to succesfully roll a Intelligence saving throw with 10 DC. If not succesful, casts Ice Sign “Icicle Fall” instead.
Considered the same Spell Card as Ice Sign “Icicle Fall” for counting whether it was already cast this battle.
“Perfect Freeze”
Casts Perfect Freeze
Ice Sign “Sword Freezer”
Creates a Huge Sword made of Ice and makes an attack in 15 feet cone, forcing enemies to make a Dexterity Save with 10 DC (it’s too heavy to handle for Cirno) dealing 5d8 Slashing Damage and 1d6 Cold Damage on success or no damage at fail. Considered a Level 3 spell.