English edition v1.3.3

#Chapter 5 Yoma Bestiary — Residents of Avici

Contents

5 types. 1 Lord-Grade 2-phase boss + 2 Elite entries + 1 Veteran entry + 1 Mob entry. Shared Avici gimmicks — Avici state (permanently lose 1 Wounds each lull), forced choices, and Time Distortion — run on top of the core Yoma Bestiary Template format.

Core References

- Required: Yoma Bestiary Template · 10th-dan Renown Title · Enmadoji Seal

- Reference: Three Ways and Six Hearts · Unified Incorporeal Rules

In This Supplement

- Same chapter: Chapter Overview · Act 3 · Act 4 Climax · NPCs

- Route-linked: Mugen Path · Buddhist 8 Hells Guide


#Bestiary Overview

#NameGradeAppearanceUnique Gimmick
6.1Mumyo(無明)Lord-Grade (2 phases)Act 3 Scenes 3.6~3.7, Act 4 climaxforced choices · sealing stone awakening resistance · Time Distortion

The Pilgrim Horde: a column of identical faceless monk-figures walking endlessly, the fallen walked over, each with a single rosary

| 6.2 | Soldier of Avici | Elite | Acts 1·2·3 | silence shield · Avici strike | | 6.3 | White Sleeve(白の袖) | Elite (incorporeal) | Act 2 outside expedition, Act 3 interior | memory distortion · [Incorporeal] attack | | 6.4 | Pilgrim Mob | Veteran (squad of 3~4 bodies) | Acts 1·2·3 background | endless advance · forced choices | | 6.5 | Hand Lantern(手燈籠) | Mob | Act 1 wasteland, Act 3 solo encounter | zone trap (time stasis) |

The Hand-Lantern: a small washi paper lantern in emptiness, a child's small hand reaching from the hole beneath; vast white, no face

Core Template Compliance: Each stat block follows the "stat block format" in 08-02. The check formula is 2d10 + attribute + proficiency >= Defense, and the time unit is round.


#6.1 · Mumyo(無明) — Sealing Stone Avatar · Lord-Grade Antagonist

Mumyo's face and a public official's sleeve surfacing on the face of the sealing stone.

#Overview

  • Type: will-body of one of the sealing stone's 3 axes. Avatar category.
  • Grade: Lord-Grade (2-phase transition type).
  • Appearance: Act 3 Scenes 3.5~3.8 (core battle). Reappears under some conditions during the Act 4 resealing rite.
  • NPC Profile: see 14-05-npcs.md § 5.1.

#Narrative Background

Mumyo was built during the Enmadoji sealing rite 100 years ago to dwell in one axis of the sealing stone. According to the core Enmadoji Seal setting, Enmadoji is the sealing system that maintains the boundary between hell and the human realm, and one of its axes lies beneath this domain. Mumyo has worked for 100 years to hold that axis whenever it shakes. He is not a malicious being — he is a tired public official.

#Phase 1 — Sealing Public Official

Mumyo (Phase 1) — Lord-Grade
Wounds 7, Defense 18, Energy 14
Courage+3, Finesse+2, Physique+2, Wisdom+3, Presence+3, Fate+0
Domination +1.5 + Presence aura

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Sealing Strike (封印の一撃)Attack A (Courage)32d10 + Courage(3) >= Defense2 Wounds. On Critical Hit, apply Avici state to the target (permanently lose 1 Wounds each lull. Exorcism>=13 disables).
Silent Sentence (默言の言渡)Attack B (Wisdom)3Presence contest (2d10 + Presence(3) vs enemy 2d10+Courage)1 Wounds + forced choice: present 2 choices to the target PC (see below). On refusal, apply an additional restriction for 1 round.1/round
Shield of Office (公職の盾)Defensereservation 2/improvised 32d10 + Physique(2) >= enemy attackNegate hit. Own next attack +1.
[Licensed] Stone Sentence (石の言渡)Kata52d10 + Wisdom(3)+2 >= Defense3 Wounds. Targets all PCs in the same zone. On hit, all gain Avici state. Cannot resist unless Physique>=15.1/battle

Special:

  • Sealing Stone Regeneration [stance] 2 Energy: while maintained, recover Wounds +1 each lull. Valid only within 3 rounds of the sealing stone. Block: 1 PC positions between the sealing stone and Mumyo.
  • Forced Choice: when "Silent Sentence" hits, Mumyo presents 2 choices to the target (examples: "Do you close this door or open it?" · "Is your name yours, or the stone's?"). The answer has narrative influence on the relevant ending branch. On refusal, cannot act for 1 round.

#Phase 2 — Awakening Resistance

Transition to Phase 2 when Phase 1 Wounds reach 0 or when the "resealing rite" succeeds 3 times. On transition, there is 1 round of stiffness (neither Mumyo nor the PCs can act; narrative presentation window).

Mumyo (Phase 2) — Lord-Grade
Wounds 6, Defense 19, Energy 15
Courage+3, Finesse+2, Physique+2, Wisdom+3, Presence+4, Fate+0
Domination +1.5 + Presence aura (enhanced)

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Name Bestowal (名付け)Attack A (Presence)3Presence contest (2d10 + Presence(4) vs enemy 2d10+Courage)1 Wounds + bestow a new name on the target (example: "one before the door"). While it persists, target checks -2. Disable: the target shouts their own true name (1 round action), or another PC shouts the true name for them (cooperation action).
Sealing Stone Fragments (封印石の破片)Attack B (Wisdom)4— (automatic)Everyone in the same zone. Unless Physique>=13, 1 Wounds + cannot relocate next round (small stone fragments surround them). Break fragments: Defense 12, Wounds 1, 1 fragment per 1 round.1/round
Awakening Shield (覺醒の盾)Defensereservation 2/improvised 3automaticDamage -1 Wounds (minimum 1). Defense +1 when hit by a Sorcery attack.
[Licensed] Time Stasis (時の停滯)Kata6— (automatic)All PCs use reverse count order next round. The core Energy economy is mixed up for 1 round (fast action order is pushed backward). Mumyo himself is not affected.1/battle

Special:

  • Awakening Resistance [aptitude]: in this phase, Mumyo cannot be fully defeated by pure physical attacks. He is finally neutralized only when one of the termination conditions below is met.
  • Three Ways and Six Hearts Interference: when a Presence contest attack fails, the target's Three Ways and Six Hearts tilts +1 toward "Demon" (temporary). Clears at battle end.

#Mumyo Termination Conditions — Core Format

A. Complete Defeat by 10th-dan Renown Title (core 04-05 Renown Title) Only while a PC who declared a Renown Title is in the fight can Mumyo be fully erased by reducing normal Wounds to 0. Without a Renown Title, he revives immediately even at Wounds 0 (after d10 rounds, recover all Wounds; same principle as the "immortality" special of 08-02 Enmadoji Seal).

B. Resealing Rite (possible even without a Renown Title) If all 3 elements below are present, Mumyo can be resealed with rite checks during battle.

  • 3 sealing records (obtained during Acts 1·2·3)
  • 1 onmyoji (Hoshino Gensho or Akihisa's proxy)
  • Barrier maintenance (Barrier HP 1 or higher)

Rite check: 2d10 + Wisdom + proficiency >= 18. On 3 cumulative successes during battle, Phase 2 ends immediately. Forced end regardless of Wounds.

C. Pact (Negotiation) During the Act 3 Scene 3.5 conversation stage, a successful Negotiation check (2d10+Presence >= 18) makes Mumyo voluntarily shift into a "boundary guardian." Battle can be skipped. Tilts toward Ending B (Settlement).

Caution: if the PCs repeat physical defeat without meeting a termination condition, Mumyo revives endlessly. Apply the same core Enmadoji principle of "if not resealed, recover all Wounds after d10 days."

#Battle Space — Inside the Sealing Stone

  • Zero-Gravity Zone: no gravity. Relocation checks cost +1 Energy (core zone gimmick "special gravity").
  • Purple Lighting: only the sealing stone's light. Ranged attack Perception checks -1.
  • Distance Track from the Sealing Stone: to block Mumyo's "Sealing Stone Regeneration," 1 PC must position in front of the sealing stone.

#GM Operating Guidelines

  • Respect the 2-Phase Structure: Phase 1 is physical and Energy economy. Phase 2 is mental erosion and Avici state accumulation. If the PCs repeat only physical tactics in Phase 2, guide Avici state to consume the party.
  • Emotional Weight of "Forced Choice": the answer to the choice is not a mechanical die result; it truly affects the PC's character. The GM may adjust the prepared 2 choices improvisationally.
  • Round Count Control: target range — Phase 1 is 4~5 rounds, Phase 2 is 4~5 rounds. If the total exceeds 8~10 rounds, the emotion drains out.

#6.2 · Soldier of Avici — Elite

#Overview

  • Type: dead clan. Warriors whose names were stolen by silence while trying to pass through Avici.
  • Grade: Elite.
  • Appearance: Act 1 wasteland encounter, Act 2 outside expedition boundary, Act 3 Avici interior background.

#Narrative Background

Remnants of warriors, drifters, and pilgrims who passed through this land in the past. Avici silence erased their names, and now only walking remains. They are not inherently hostile, but react when provoked. At the GM's discretion, they can also be run as noncombat NPCs.

#Stat Block

Soldier of Avici — Elite
Wounds 4, Defense 15, Energy 10
Courage+2, Finesse+2, Physique+2, Wisdom+1
Domination +4

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Silence Tachi (沈默太刀)Attack A (Courage)22d10 + Courage(2) >= Defense1 Wounds. On Critical Hit, the target cannot make conversation checks for 1 round.
Avici Strike (無間一擊)Attack B (Physique)32d10 + Physique(2) >= Defense1 Wounds + apply Avici state to the target (permanently lose 1 Wounds each lull. Exorcism>=13 disables).1/breath
Silence Shield (沈默盾)Defensereservation 2/improvised 32d10 + Physique(2) >= enemy attackNegate hit. Also works against PC Negotiation/Negotiation checks (blocks conversation, Target Number +3).
[Licensed] Nameless Flurry (名喪乱舞)Attack42d10 + Finesse(2)+1 >= DefenseCheck against all PCs in the same zone. Each takes 1 Wounds.1/battle

Special:

  • Name Intuition: when a PC with scholar, onmyoji, or Exorcism skill succeeds at 2d10+Wisdom >= 15, they intuit the soldier's original name 1 time. If they shout it, the soldier becomes stiff for 1 round + loses intent to attack. Repose can be performed in this state.
  • No Blood Flows: when cut, gray dust falls instead of blood. Physical damage applies normally.
  • Stele Generation: when Wounds reach 0, a small stele grows where the soldier fell. Damaging the stele worsens the Avici effect (checks in that zone -1, lasts through Act 1).

#Hidden Reward

On successful name intuition, gain a name recovery item. It can be used 1 time in the Act 4 Transformation Ending. If the Transformation PC chooses to "protect the name," they keep their true name (normal Transformation erases the name).

#GM Tips

The ideal structure is to run them as noncombat NPCs before they become combatants. Provocation criteria: PC attack, attempt to steal the tachi, extreme hostile speech. Even after combat begins, leave the door open for combat to resolve if name intuition succeeds.


#6.3 · White Sleeve(白の袖) — Elite (Incorporeal)

A white sleeve and a long strip of cloth floating in an empty room, with no body.

#Overview

  • Type: formless spirit body. An executor born from Avici silence.
  • Grade: Elite (incorporeal).
  • Appearance: optional encounter during Act 2 outside expedition, possible encounter inside Avici in Act 3.

#Narrative Background

Originally a fragment of a soul, or ritual cloth that was discarded and gained consciousness. It serves as an "executor" that maintains Avici silence. A white strip of cloth 4~5 steps long floats in the air. There is no body beneath the cloth; the cloth itself is the being. When emotion rises, the cloth changes color from gray to black.

#Stat Block

White Sleeve — Elite (incorporeal)
Wounds 3, Defense 14, Energy 9
Finesse+3, Wisdom+2, Presence+2
Domination +3 (incorporeal reduction)

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Sleeve Entangle (袖絡め)Attack A (Finesse)22d10 + Finesse(3) [Incorporeal]1 Wounds. [Incorporeal]. On hit, target has breathing difficulty next round (checks -1).
Memory Distortion (記憶歪曲)Attack B (Presence)3Presence contest (2d10 + Presence(2) vs enemy 2d10+Wisdom)No damage. On failure, the target PC forgets 1 action they took in Avici (GM negates 1 recent action). Disable: reminder line from another PC, or 3 rounds pass.1/round
Incorporeal EvasionDefenseautomaticWhen hit by a physical attack, d10 1~5 negates (50%). Exorcism skill holders are exempt. [Incorporeal] and Barrier apply normally.

Special:

  • Incorporeal: apply the core Unified Incorporeal Rules. Physical 50% negation. Exorcism exemption. [Incorporeal] attacks are 100% effective.
  • Fire Weakness: fire-aspect attacks have Wounds effect +1. If a PC lights a fire (2d10 >= 10), White Sleeve retreats to a distance of 3 steps.
  • Flight: when reduced to half Wounds or lower, attempts to flee (2d10 + Finesse(3) >= 15). On success, recovers all Wounds by the next encounter.

#GM Tips

To make an incorporeal yoma feel incorporeal, roll the d10 transparently when PCs respond only with physical attacks and no Exorcism skill. An entangled PC chooses 1 within a round: "break free" or "take another action." This is this yoma's forced choice.


#6.4 · Pilgrim Mob — Veteran (Squad)

#Overview

  • Type: swarm-type dead clan. Those who collapsed while trying to pass through Avici.
  • Grade: Veteran (appears as a squad of 3~4 bodies).
  • Appearance: late Act 1, Act 2 boundary, Act 3 Avici interior background.

#Narrative Background

The Pilgrim Mob are those who tried to pass through Avici in the past and collapsed midway. They forgot their destination, but not how to walk. They move in a group; when the one in front falls, the one behind walks over them — an endless procession. Monastic clothing, bare feet. Every face is identical, and there is no gender. Each holds prayer beads; only the number of beads differs (3, 5, 7, 9, 11, 13).

#Stat Block

Pilgrim Mob — Veteran (squad of 3~4 bodies)
Individual Wounds 2, Defense 13
Wisdom+1
Domination +3 (squad)

Techniques:

TechniqueTypeEnergyCheckEffectLimit
Endless Advance (無限行軍)Attack A— (when commanded)2d10 + Physique(+0) >= DefenseSquad advances all at once. PCs in the advance path take 1 Wounds + fall prone. Block: if a PC blocks the front and succeeds at Negotiation (2d10+Presence >= 13), stop for 1 round.
Chanted Slogan (口號合唱)Attack B— (when commanded)Presence contest (2d10 + Wisdom(1) vs enemy 2d10+Courage)No damage. On failure, target suffers "temptation to synchronize" — wastes 1 round out of 3 rounds (impulse to join the mob). Recheck each round.1/round

Special:

  • Wandering Yoma Energy: if appearing alone without a commander, treat as Energy 10 according to the core 08-02 Wandering Yoma Rules. Acts as the squad unit itself.
  • Forced Choice: if a PC points to 1 body in the mob and tries to speak, only that individual speaks. "Choose one of us. The one most like you." If the PC answers, it affects Three Ways and Six Hearts (example: "the weak-looking one" -> tilt toward Compassion; "the strong-looking one" -> tilt toward Hegemony). On refusal, Chanted Slogan resistance Target Number +2.
  • Prayer Bead Reward: after defeating or dispersing the squad, prayer beads are left behind. Recover 1~3 beads. 1 bead gives +1 to a 1-use prayer check (permanently kept by 1 PC who possesses it).

#GM Tips

Present this squad not as "enemies who fight," but as "a group passing through." If the PCs avoid its route, there is no collision. It becomes combat only if forcibly interrupted. The difference in bead counts is a trace of the number of characters in each pilgrim's past name; use it as an investigation element.


#6.5 · Hand Lantern(手燈籠) — Mob

#Overview

  • Type: trap-type yoma. Functions as a zone gimmick.
  • Grade: Mob (no techniques).
  • Appearance: Act 1 wasteland background, Act 3 Avici interior solo encounter.

#Narrative Background

A being that looks like a lantern from far away. As one approaches, it is a small washi lantern. From a hole beneath the lantern, a small hand — a child's — reaches out. According to legend, among the travelers who fell into Avici in the past was a child, and that child walked alone carrying a lantern before disappearing. The remaining lantern fused with the child's hand and became this being.

#Stat Block

Hand Lantern — Mob
Wounds 0. No techniques. Its existence itself is a zone gimmick.
Domination +0.5

According to the core 08-02 Mob-Grade Principle, it has no techniques. Declaring an attack kills it instantly. Treat it not as a combat unit, but as a zone gimmick.

#Zone Gimmick — Time Stasis Field

The following effects apply automatically in a zone where Hand Lantern exists. PCs respond to the gimmick; they do not "attack" Hand Lantern itself.

EffectHandling
Time StasisPCs within 3 steps of Hand Lantern pay +1 Energy on relocation checks. Ends immediately when they move away.
Auditory HallucinationWhen a PC stops before the lantern, a child's voice says: "I want to go home...". Unless Physique>=13 or Wisdom >= 11, cannot act for 1 round (emotional shock). 1 time only.
Forced ChoiceOne PC declares whether to hold the hand. If they hold it, the auditory hallucination check is required. If they do not, the lantern darkens and leaves.

#Release — Hidden Reward

If a PC holds the hand and then says "go home" (2d10+Presence >= 10 Negotiation success):

  • The child's soul inside the lantern is released. The lantern scatters into Avici dust.
  • That PC's Three Ways and Six Hearts gains Compassion +1 (permanent).
  • In the Act 4 Transformation Ending, gain the "guide" bonus; even after Transformation, the PC can appear in children's dreams.
  • The next morning, small footprints appear beside that PC's bedding (narrative presentation).

#GM Tips

Hand Lantern should not fight. It has no techniques. If attacked, it dies instantly and the child's soul vanishes unreleased (Compassion -1 permanent · Act 4 guide bonus lost). Until the PCs realize this, present the question: "Is this an enemy?"


#Shared Operation — 3 Major Avici Gimmicks

#1. Avici State (Replacement for Endless Pain)

Certain Avici techniques (Mumyo's "Sealing Strike" Critical Hit, Soldier of Avici's "Avici Strike") apply Avici state instead of direct Wounds reduction.

  • Effect: permanently lose 1 Wounds each lull.
  • Disable: Exorcism check 2d10+Wisdom >= 13. On success, disabled. On failure, lasts until the next lull.
  • Stacking: Avici state cannot have 2 or more stacks. The existing state remains, and each additional application cumulatively increases the disable Target Number by +1.

Avici state does not use percentage decay. Handle it only with Wounds reduction and disable checks.

#2. Forced Choice

Certain yoma techniques (Mumyo's "Silent Sentence" · Pilgrim Mob's "Forced Choice" · Hand Lantern's "Forced Choice") present 2 choices to a PC.

  • The PC may choose 1 or refuse.
  • On refusal, apply the additional restriction specified by the technique (cannot act, resistance Target Number increase, etc.).
  • The answer affects ending branches. Three Ways and Six Hearts shifts may also occur.

#3. Time Distortion

Representative example: Mumyo Phase 2 "[Licensed] Time Stasis." It reverses count order or invalidates one round of the core Energy economy.

  • Scope: only when a technique explicitly says so. Do not overuse it as the general atmosphere of Avici.
  • Check Method: rolls use only 2d10 / d100 / d10. No other dice appear.
  • PC Response: can be disabled with the core aptitude "Composure" or onmyoji Sorcery (within GM discretion).

#Yoma × Avici Gimmick Interaction Summary

YomaApplies Avici StateForced ChoiceTime DistortionIncorporeal
Mumyo (Phase 1)on Critical Hit"Silent Sentence" techniqueno
Mumyo (Phase 2)persistent"Name Bestowal" · termination conditionlicensed techniqueno
Soldier of Avicion "Avici Strike" hitno
White Sleeveentangled PC chooses 1incorporeal
Pilgrim Mobsquad core gimmickno
Hand Lanternwhether to hold the handwithin 3 steps in zoneno

#Encounter Design — GM Reference

#Act 1 Encounters

Roll (2d10)Encounter
2~61 Hand Lantern (wasteland trap)
7~111 Pilgrim Mob squad (3 bodies, passing procession)
12~161 Soldier of Avici (noncombat preferred)
17~191 Pilgrim Mob squad + 1 Hand Lantern (mixed zone)
20White Sleeve long-distance observation (not an encounter; presentation)

#Act 2 Encounters (Outside Expedition)

Roll (2d10)Encounter
2~51 Soldier of Avici
6~101 Pilgrim Mob squad (4 bodies)
11~151 Soldier of Avici + 1 Pilgrim Mob squad
16~181 White Sleeve (close encounter)
19~202 Soldiers of Avici (fixed battle)

#Act 3 Encounters (Inside Avici, Before Approaching the Sealing Stone)

Roll (2d10)Encounter
2~41 Pilgrim Mob squad + 1 Hand Lantern
5~91 Soldier of Avici + 1 White Sleeve
10~142 Soldiers of Avici (heightened guard)
15~182 White Sleeves (multiple executors)
19~201 Soldier of Avici + 2 Pilgrim Mob squads (standoff scene)

After facing the sealing stone, proceed directly to the Mumyo Phase 2 battle.


#Yoma Rewards — Core Harvest

Drops according to the core 08-02 Core Economy.

YomaGradeHarvest Target NumberDrop
Hand LanternMob— (cannot harvest)on release, Compassion +1 + Transformation guide bonus
Pilgrim MobVeteran (squad)131 unstable core (on squad dispersal) + 1~3 prayer beads
Soldier of AviciElite151 stable core + name recovery item (on successful name intuition)
White SleeveElite (incorporeal)15 (spiritual)1 stable core + White Sleeve fiber (sealing talisman material)
Mumyo (resealing)Lord181 high-purity core + 1 sealing stone fragment (Act 4 rite material)
Mumyo (Renown Title defeat)Lord181 high-purity core (powerful) + 2 sealing stone fragments · Avici residue

#Expected Chapter 5 Battles — GM Pacing

ActRecommended BattlesNotes
Act 10~1 timeMostly avoidable. Use Hand Lantern and Pilgrim Mob to make Avici gimmicks felt.
Act 21~2 timesIncrease difficulty with White Sleeve and Soldier of Avici.
Act 32 times (Mumyo Phase 1·Phase 2)Climax. Choose Renown Title declaration or resealing rite.
Act 40~1 timeVaries by ending. Returning Mumyo centers on narrative response.

Total Battle Count: 5~7 times. This chapter is about decisions, so avoid combat overload.


#Connections


"There are no enemies in Avici. Only those who walk. If they block you, it is because you are standing on their path." — Preface to the Chapter 5 Yoma Bestiary.