Here are some write-ups and stat blocks for Japanese mythological and folkloric creatures, as requested by almarianknight on the Dungeon Master’s Block forum. My apologies for the format of each stat block being a bit different – this is a rough draft. Anyway, presenting the Akateko, Basan, Futakuchi-onna and Kuchisake-onna:
Akateko, or Creepy Baby Arm
A long-nailed infant’s hand, stripped of its skin, dangles from a tree. It is up to the DM wither the hand is attached to anything, but in this case, I am treating it like a trap. The first person to see the hand triggers the trap, which deals 3d10 psychic damage, with a Wisdom save DC 15 for half damage.
If a character appraching the hand is being watchful for threats, she can make a DC 15 Perception check to notice the hand and make the proper sign to ward off evil before it takes effect. If successful, she is able to disarm the trap by performing the appropriate rite to send a mutilated infant into the her next life. This requires a DC 15 Religion check to do successfully.
Unless the area is purified by a priest, the hand will impose the frightened condition on anyone able to see it, even if it has been “disarmed.”
Basan, or Fire Chicken
Almarianknight’s image here is for a military mount, for elite shock troops or something similar I’m assuming. I’m thinking light cavalry without a lot of endurance – hop on your sprinting fire-chicken mount, harry the enemy and breathe fire on them, fade back into the main force, etc. I also like the idea of the basan (or basen) as a low-level monster to encounter, like the chakora from a previous post, or cockatrice from the Monster Manual.
Young basan are unruly and hard to manage for obvious reasons, and to be a basan handler is a position of both danger and prestige. When they reach sexual maturity at about 2 years of age, basan are able to spout flames from their mouths, but only if they have been feeding on a steady diet of bombardier beetles. Otherwise, they breathe their natural ghost-fire, which functions like a faerie fire spell that can be used once per short rest.
As military mounts, basan aren’t strong enough to handle any kind of barding or heavy burdens, and are likely best paired with small-sized riders (like koropokuru in the Dragonblade! setting).
Basan, medium magical beast, unaligned
HP 24 (4d10 +4)
Str +2, Dex +2, Con +1, Int -4, Wis +0, Cha -1
Passive DC 10
Claw +4 1d10 +2 slashing
Wild or untrained basan can breathe ghost-fire once per short rest. This functions exactly like a faerie fire spell.
Trained basan can breathe a 30’ line of fire which recharges on a 5 or 6, dealing 2d10 fire damage, Dexterity save DC 12 for half.
Futakuchi-onna, or Two-Mouthed Woman
The two-mouthed woman is a monster that is cousin to a hungry ghost in many ways. It is said that a woman can be transformed into such a creature by a wound to the back of the head that never heals, by suffering under a miserly husband, or even letting a child starve. In stories of two-mouthed women, the common theme is hunger.
Initially, a two-mouthed woman is much like any other woman, except that she has a fully formed mouth on the back of her head covered by her hair. This mouth might mumble obscene things or demand food, but generally the disfigurement can be hidden. When it fully manifests, however, driven by ever-increasing hunger, the woman’s hair splits into prehensile tentacle-like forms which grasp food for her ravenous second mouth. After this supernatural transformation, the woman’s type changes to outsider (native) and she becomes quicker, stronger, and hungrier yet.
Futakuchi-onna, medium fiend (native), chaotic evil
(loosely based on the Bearded Devil)
AC 12 (unarmored)
HP 8d8 +16 (52)
Str +1, Dex +2, Con +2, Int +0, Wis -2, Cha -2
Saves: Str +2, Con +4, Wis +0
Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t blessed by a priest (or the setting equivalent of silvered)
Immune: fire and poison, poisoned
Darkvision 120’, passive DC 8
Unholy: the Futakuchi-onna is driven by demonic power, and has advantage on any saves against divine spells.
Tentacle-Hair: Each turn the Futakuchi-onna can make up to two melee attacks with her tentacles of hair: +5 to hit, 10’, 1d10+2 damage. Anyone hit must make a Strength save DC 12 or be grappled. On the Futakuchi-onna’s subsequent turn, if still grappled, the victim must make another Strength save or be dragged to her second mouth and bitten. The bite attack automatically hits, and deals 1d6 +2 piercing damage. The hair-tentacles are surprisingly strong, with 10hp and ignoring the first 10 damage they take each round.
Screech: when hungry, the second mouth can screech horribly, causing the woman and anyone nearby agony. Once per short rest the second mouth can screech, and all within 30’ take 2d10 psychic damage with a DC 12 Constitution save for half.
Kuchisake-onna, or Mutliated Woman
Another in the theme of wronged women, the Kuchisake-onna is a mutilated woman made to appear something like the Joker in the Dark Knight film. As the stories go, this woman goes around in a mask, and is often seen as a threat to children in particular. If you meet her, she will ask whether she is pretty. If you say no, she attacks with a pair of shears she carries. If you say yes, then she takes off the mask, revealing her mouth ripped open from ear to ear, and asks again. If you say no this time, she tries to cut you in half. If yes, then she slits your mouth just like hers.
Once the mutilated woman is within 5′ of an intended victim, they cannot escape except by tricking her, defeating her, or being mutilated. Each round on her turn she can, as a bonus action, teleport to within 5′ of her victim, and often trying to run will provoke her into attacking. She is only semi-intelligent, however, and sometimes easy to confuse. If given an unusual answer to her questions, or redirected cleverly, her victim is able to make a Charisma save against a DC of 15. Of successful, it is possible to escape, and she cannot teleport as normal for a full minute.
Kuchisake-onna, medium fey, lawful evil
(loosely based on the Sea Hag)
AC 12 (unarmored)
HP 7d8 +7 (38)
Str +3, Dex +1, Con +1, Int -2, Wis +0, Cha -2
Darkvision 60’, passive DC 10
(Could also be a fiend. If a fiend, add fiend resistances and immunities, increase darkvision to 120’, and raise the challenge to 3)
Horrific Appearance: when the Kuchisake-onna removes her mask, the closest intelligent creature must make a DC 12 Wisdom save or be frightened for 1 minute. This save can be repeated each turn, but with disadvantage if the Kuchisake-onna is visible.
Shears (multiattack): the Kuchisake-onna can make two melee attacks per turn with her shears. Melee attack +5, 2d4 +3 (7) slashing damage.
Rage: once she has removed her mask and has been damaged, the Kuchisake-onna enters into a blind rage. Her melee attacks deal +2 damage (9) and she has advantage on any Strength check. The rage lasts for 1 minute, after which she takes one level of exhaustion and normally flees.
Teleport: unless confused (Charisma save described above) each round as a bonus action the Kuchisake-onna can teleport to a point adjacent to her intended victim