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Generic Enemies

Illustration of tiny fairy. Tiny girl in a dress holding a flower, she has insect wings.

Fairy

Small Fey, Chaotic Neutral

  • Armor Class: 13
  • Hit Points: 10 (4d4)
  • Speed: 15 ft., Fly 25 ft.
  • Initiative: +2 (12)
STATSCOREMODSAVE
STR7-2-2
DEX14+2+2
CON10+0+0
INT10+0+0
WIS14+2+2
CHA16+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:

Illustration of a phantom. Formless flame-like white swirl.

Phantom

Small Undead, Neutral

  • Armor Class: 11
  • Hit Points: 10 (1d12)
  • Speed: 5 ft., Fly 30 ft. (hover)
  • Initiative: +1 (11)
STATSCOREMODSAVE
STR7-2-2
DEX13+1+3
CON10+0+0
INT9-1-1
WIS7-2-2
CHA10+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.

Illustration of wheel ghost. Sphere that looks like yin-yang, with rectangles floating around it.

Wheel Ghost

Small Construct, Neutral

  • Armor Class: 12
  • Hit Points: 20 (2d12)
  • Speed: Fly 20 ft. (hover)
  • Initiative: +1 (11)
STATSCOREMODSAVE
STR14+2+2
DEX12+1+1
CON14+2+2
INT2-4-4
WIS2-4-4
CHA2-4-4
  • 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

Illustration of wheel ghost. Sphere that looks like yin-yang, with rectangles floating around it.

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)
STATSCOREMODSAVE
STR16+3+3
DEX12+1+1
CON16+3+3
INT2-4-4
WIS2-4-4
CHA4-3-3
  • 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)
STATSCOREMODSAVE
STR10+0+0
DEX14+2+2
CON12+1+1
INT16+3+3
WIS14+2+2
CHA12+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)
STATSCOREMODSAVE
STR10+0+0
DEX14+2+2
CON12+1+1
INT16+3+3
WIS14+2+2
CHA16+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

Illustration of a fairy. Girl in a dress, holding a flower, she has insect wings.

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)
STATSCOREMODSAVE
STR7-2-2
DEX16+3+3
CON10+0+0
INT14+2+2
WIS16+3+3
CHA16+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:

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.

Illustration of an ice fairy. Confident girl in a blue dress, with large bow on her head.

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)
STATSCOREMODSAVE
STR14+2+2
DEX16+3+3
CON10+0+0
INT12+1+1
WIS14+2+2
CHA18+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:

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.