English edition v1.3.3

#Hell-Specific Yoma Unified Bestiary — 25 Species

Contents

All 25 yoma from this supplement are indexed here in a single document. Each yoma's detailed stats, gimmicks, and action patterns are in each chapter's bestiary; this document provides summary rows, grade distribution, and negotiability at a glance.

Core Rulebook References

- Required: Yoma Bestiary Basics · Combat Flow · Wounds and Defeat

- See also: Zone Gimmicks · Maneuver System · Encounter Design · Balance

- See also: Core Encounter Table

References Within This Supplement

- Required: Each chapter's bestiary — Ch. 1 · Ch. 2 · Ch. 3 · Ch. 4 · Ch. 5

- Required: Core Economy · Barrier System

- See also: Buddhist 8 Hells GM Guide · Spirit Realm Travel


#Scent — The Act of Opening the Bestiary

The bestiary is knowledge. Knowledge creates distance. Once distance exists — fear turns into explanation, screams turn into names, and what was once unknown becomes one of these five things.

Let this ledger rest in a corner of the archive at the back of the domain shrine. The aging observations of a veteran that onmyoji Hoshino Gensho never taught to anyone. Hoshino's handwriting has faded with the years, and every yoma name of Elite-grade or higher bears at least one ink stain. Evidence that his hand trembled each time he wrote that name.

The bestiary is never complete. Every page has a margin. One page is a column for PCs to record newly encountered yoma; another is a page for rewriting yoma they thought they knew but no longer do.


#Law — The Structure of This Bestiary

#How to Read an Entry

Each yoma has a one-row summary. Each row contains the following.

ColumnDescription
NameJapanese + kanji
GradeMob/Minion/Veteran/Elite/Lord
Hell of AppearanceWhich of chapters 1–5
Main GimmickOne-line summary — revival, binding, boiling water, etc.
NegotiableO/△/X
Detail LinkThe bestiary section in that chapter

#Where Are the Details?

What this document contains is an index. Operational stats (Wounds · Defense · actions · gimmicks) and mid-combat check formulas are in each chapter's bestiary. The summary column in this index is a shorthand for quick identification, so the chapter bestiary takes precedence for actual play.

  • Sufficient information in this document: Enough to answer "who is this yoma?" before an encounter begins.
  • Insufficient information in this document: Round-by-round actions in combat — jump to the chapter bestiary.

#Yoma Index by Hell

#Full Table (25 Species)

#Name (kanji)GradeHellMain GimmickNegotiateDetail
01Reviving Tyrant (蘇生暴君)LordReviving HellCannot be destroyed · cumulative strike withdrawalCh.10
02Rusted Kubikiri (錆首切)EliteReviving HellBeheading License · 2 revivalsXCh.10
03Reviving Gaki (蘇生餓鬼)MinionReviving HellSquad 4–6 · conditional infinite revivalXCh.10
04Blood-Mist Imp (血霧小鬼)VeteranReviving HellMist transformation (Incorporeal) · wound recoveryXCh.10
05Imperishable General (不朽將)EliteReviving HellDialogue possible · Negotiation Target Number 17OCh.10
06Growing Chains (生鎖)MobBlack Rope HellTerrain binding ornament · no techniquesXCh.11
07Bound Soul (縛魂)MinionBlack Rope HellDialogue first · liberation guidanceOCh.11
08Black Rope Soldier (黑繩兵)VeteranBlack Rope HellPush-binding · squad chargeCh.11
09Black Rope Handler (黑繩使)EliteBlack Rope HellChain manipulation · holds LicenseCh.11
10Black Rope Matron (黑繩大母)LordBlack Rope HellBoss · triple choice (combat/negotiation/sacrifice)OCh.11
11Sinking Spirit (沈み霊)MinionScreaming HellSquad 4 · aquatic · Spiritual BurnXCh.12
12Funayurei Swarm (船幽霊群)VeteranScreaming HellSquad 3 · partially Incorporeal · name callingCh.12
13Umibozu's Hand (海坊主の手)EliteScreaming HellWide-area palm · steam explosionXCh.12
14Melted Fisherman (溶けた漁夫)EliteScreaming HellSpiritual Burn · aquatic liberation possibleCh.12
15Screaming King (叫喚大王)LordScreaming Hell3 forms · dialogue required · form 3 negotiationOCh.12
16Burning Soul (灰火)MinionShonetsuSquad 4 · question initiative · dialogue possibleOCh.13
17Ash Soldier (灰兵)VeteranShonetsuSquad 3 · faction reenactment · civil war revivalCh.13
18Half-Ash One (半灰者)MinionShonetsuNo resistance · Exposure +1 on attackCh.13
19Karmic-Fire Soldier (業火兵)EliteShonetsuExorcism reflection · name weaknessXCh.13
20Ash Conductor (灰の演首)EliteShonetsuSeven-eye multi-attack · reversion accelerationXCh.13
21Hand Lantern (手燈籠)MobAviciZone trap · time stasisOCh.14
22Avici Soldier (無間兵)EliteAviciName loss · non-combat firstOCh.14
23White Sleeve (白の袖)EliteAviciIncorporeal · [Incorporeal] attacksXCh.14
24Pilgrim Throng (巡禮者群)VeteranAviciSquad 3–4 · Endless Advance · forced choiceCh.14
25Nameless (無名)LordAvici2 phases · sealing stone regeneration · Name BestowalOCh.14

Negotiation Key: O = dialogue first recommended · △ = conditionally possible · X = pure combat

#d100 Encounter Index Integration

Recommended ranges when adding this supplement's dedicated d100 encounters to the core 11-05 Encounter Table. Also integrates with the Patrol Encounters d100 in each chapter.

d100HellBase Encounter Candidates
01–20Reviving Hell03 Reviving Gaki squad / 04 Blood-Mist Imp / 02 Rusted Kubikiri 1 unit
21–40Black Rope Hell06 Growing Chains small group / 08 Black Rope Soldier 2–3 / 07 Bound Soul (negotiate)
41–60Screaming Hell11 Sinking Spirit swarm / 14 Melted Fisherman / 12 Funayurei Swarm portion
61–80Shonetsu16 Burning Soul / 17 Ash Soldier / 18 Half-Ash One (non-combat)
81–00Avici21 Hand Lantern / 24 Pilgrim Throng / 22 Avici Soldier (Elite)

Note: Elite and Lord grades appear only in main arc events. Do not mix into random encounters.


#Grade Distribution

#Full Count

GradeCountRoster
Mob206 Growing Chains · 21 Hand Lantern
Minion503 Reviving Gaki · 07 Bound Soul · 11 Sinking Spirit · 16 Burning Soul · 18 Half-Ash One
Veteran504 Blood-Mist Imp · 08 Black Rope Soldier · 12 Funayurei Swarm · 17 Ash Soldier · 24 Pilgrim Throng
Elite902 Rusted Kubikiri · 05 Imperishable General · 09 Black Rope Handler · 13 Umibozu's Hand · 14 Melted Fisherman · 19 Karmic-Fire Soldier · 20 Ash Conductor · 22 Avici Soldier · 23 White Sleeve
Lord401 Reviving Tyrant · 10 Black Rope Matron · 15 Screaming King · 25 Nameless

Total: 25 species (Mob 2 + Minion 5 + Veteran 5 + Elite 9 + Lord 4). The Ch. 2 mob pool of 4 species (iron-dust insect · chain bat · binding spider · chain shadow) are excluded as bonus entries from the main 25-species count. The Ch. 4 Great Dharma King of Shonetsu is the main boss of that chapter but is listed separately at Ch.13 §6 outside this 25-species index.

#Grade Distribution Principles

  • Mob = numerical pressure. Single-unit Wounds below 1. Threatening only in swarms. Only 3 species exist — do not over-deploy.
  • Minion = a basic PC 1 at 2:1 can handle. Individual combat viable. Squad support recommended.
  • Veteran = primary foes for PC 2–4. Most "mid-boss" tier fights in this campaign are Veteran-grade.
  • Elite = PC 5+ or requires narrative circumvention. Like the Imperishable General, dialogue avoidance is often the standard approach.
  • Lord = boss tier. Chapter climax only. PC 6–9 + allies + relics required.

#Grade Distribution by Chapter

ChapterMobMinionVeteranEliteLord
Ch. 1 Reviving Hell01121
Ch. 2 Black Rope Hell11111
Ch. 3 Screaming Hell01121
Ch. 4 Shonetsu0212(1 Boss)
Ch. 5 Avici10121

Bonus: Ch. 2 has a separate mob pool of 4 species (iron-dust insect · chain bat · binding spider · chain shadow) not included in the Mob count above. The Ch. 4 Great Dharma King of Shonetsu (Lord-grade 3-stage boss) uses a "6 species + boss" structure, so the Lord count above is shown in parentheses.

PC RankRecommended GradeGrades to Avoid
Rank 1–2Mob · MinionElite · Lord
Rank 3–4Minion · VeteranLord
Rank 5–6Veteran · Elite
Rank 7–8Elite · Veteran (multiple)
Rank 9–10Lord · Elite (multiple)

#Negotiable Yoma

One of the central themes of this campaign. Among the Spirit Realm's yoma, some can hear words. These are beings whose battles can be avoided through dialogue, interrogation, or negotiation, or who serve as pivots of ending branches.

#Negotiable Yoma (Representative by Chapter)

Each chapter's bestiary is the authoritative source. Target Number values must match those in the chapter bestiary.

#NameChapterIdentityNegotiation Target NumberReward (Success)Cost (Failure)
05Imperishable General (不朽將)Reviving HellSpirit of a past warrior · remnant of a ruinHistory dialogue Target Number 17 (etiquette 12 · name 13)Previous drifter clue · scroll fragment · Ch. 2 bridge informationHostile Elite combat (Wounds 5 · Defense 15)
07Bound Soul (縛魂)Black Rope HellSelf-bound spirits (Minion squad)General 13 · information 15 · freedom proposal (unbinding) 16Kokujo-ryu rank 1 medium · memory collectionRisk of Heart Shift toward Void/Demon
08Black Rope Soldier (黑繩兵)Black Rope HellChain-bound sentry squadRetreat Target Number 13 · information Target Number 15Clear a path · 1 short answerPush binding accumulation (maze exit)
09Black Rope Handler (黑繩使)Black Rope HellMatron's direct chain beastTarget Number 15 (requires Matron's tacit approval)Temporary ceasefireHostile reinforcement (deployed in Act 4)
10Black Rope Matron (黑繩大母)Black Rope HellThe chain mother's separated obsession (Lord)No-confrontation Target Number 15 / sacrifice proposal Target Number 17High-purity core · sealing record clue 1 · sealing consentFrenzy phase · lullaby for all PCs on the battlefield
12Funayurei Swarm (船幽霊群)Screaming HellSailor squad that remember their own namesNo-confrontation Target Number 13 (leader's real name clue required)Leader unable to act for 1 round · encounter exitSquad attack continues
14Melted Fisherman (溶けた漁夫)Screaming HellLast fisherman of the old domain fishing village (Elite)Interrogation Wisdom check 13 · memorial text voluntary dissolutionMerit Heart +2 · name return routeSpiritual Burn accumulation
15Screaming King (叫喚大王)Screaming HellFuruichi Tarobee (Lord, 3 forms)Form 3 no-confrontation Target Number 155-stage dialogue progression · Kyoukan-ryu teaching qualificationForm 3 combat · reading the final words only
16Burning Soul (灰火)ShonetsuRemnants of Kitamiyama residents (Minion squad)Dialogue Target Number 13 (honest answers to first-encounter questions)Squad dissolution · Shonetsu progressHostile combat
17Ash Soldier (灰兵)ShonetsuCivil-war reenactment soldiers (Veteran)Commander-type dialogue Target Number 15Squad ceasefireCivil war revival continues
18Half-Ash One (半灰者)ShonetsuSettlement faction fixed spirit (Minion special)Emotion reception Wisdom 15 · liberation Presence 18Settlement ending knowledge · voluntary dissolutionExposure +1–3 on attack
"Boss"Great Dharma King of Shonetsu (焦熱の大法王)ShonetsuKitami Masanobu (Lord, 3-stage boss)Stage 3 "liberation declaration" narrative decisionHigh-purity core · crown ash · city liberation · Barrier +60Exposure +2 on kill
21Hand Lantern (手燈籠)AviciLantern merged with a child's spirit (Mob trap)Hand-holding + "go home" Presence Target Number 10Compassion +1 permanent · guide bonusChild's spirit unreleased on attack (Compassion -1)
22Avici Soldier (無間兵)AviciWarriors who have lost their names (Elite)Name intuition Wisdom Target Number 15 + calling the true nameName recovery item · 1-round staggerAvici Strike (applies Avici state)
24Pilgrim Throng (巡禮者群)AviciLost pilgrim squad (Veteran)Passage negotiation Presence Target Number 13 · individual dialogue (per squad member)Prayer bead 1–3 · hymn chorus resistanceTemptation to synchronize continues
25Nameless (無名)AviciSealing stone avatar (Lord, 2 phases)Pact negotiation Presence Target Number 18Voluntary boundary guardian conversion · seal restorationForced 2-phase combat · 3-choice ending condition

#Common Principles of Negotiation

  • Default yoma negotiation Target Number 17 (see Quick Reference Yoma Negotiation entry).
  • "Negotiable yoma" have individual Target Numbers specified in the chapter bestiary. The table above is a summary.
  • Heart alignment: if a PC's Three Ways and Six Hearts aligns with the yoma's disposition, an additional -2 applies.
  • Imperishable General (Loyalty) ↔ Loyalty-aligned PC
  • Bound Soul · Black Rope Matron (Void·Demon provocation) ↔ Void/Demon-aligned PC
  • Screaming King (Compassion) ↔ Compassion-aligned PC
  • Nameless (Void) ↔ Void-aligned PC
  • Offering a gift, talisman, or memento: -1 to -3.
  • Ch. 2 negotiations involve the thread of contract gimmick, so breaking the contract risks a Heart Shift (see core Three Ways and Six Hearts).

#GM Rules That Encourage Negotiation Play

  1. First encounters do not open with combat. Negotiable yoma begin the first 2 rounds with "stillness." If PCs do not attack first, a dialogue window opens.
  2. Failed checks are still narrative. Even if a failed negotiation turns the yoma hostile, "why this entity grew angry" is reflected in PCs' ending branches.
  3. Repeat negotiation is allowed. Target Number can be updated by -1 per attempt within a chapter (information accumulation). However, each attempt consumes "time" resources (Barrier HP -1, Exposure +1, etc.).
  4. Elimination is also valid. Negotiable does not mean must negotiate. PCs can choose to cut down the Imperishable General — the karmic retribution (業報) is reflected in Exposure and Heart shifts.

#Detailed Index by Hell

#Chapter 1 — Reviving Hell (等活) · Iron-Colored Plain

Theme: Those who revive after being wounded and fight again. The eternity of repeating war.

Environment Gimmick: Iron blood-smell · ash-gray sky · wounds that do not bleed. Corpses reassemble within 1 round.

#NameGradeSummary StatsSpecial
01Reviving TyrantLordWounds 8 / Defense 18 / Energy 15Cannot be destroyed · cumulative strike 15 triggers withdrawal
02Rusted KubikiriEliteWounds 4 / Defense 15 / Energy 102-revival cap · Licensed beheading
03Reviving GakiMinion (squad 4–6)Individual Wounds 1 / Defense 11 / Domination squad +2Revives on iron-colored ground · blocked by dismemberment
04Blood-Mist ImpVeteran (squad 3–4)Wounds 2 / Defense 13 (corporeal) · 18 (mist)Mist transformation (Incorporeal) · wound recovery
05Imperishable GeneralEliteWounds 5 / Defense 15 / Energy 11Negotiation Target Number 17 · mitigated revival type

Recommended First Encounter: 03 Reviving Gaki squad of 5 + 02 Rusted Kubikiri 1 unit. For PC ranks 1–2 to experience the "meaning of revival."

Reviving Hell Common Materials: iron powder (harvest Target Number 11 · ultra-simple talisman ingredient), Kubikiri's blade (masterwork-grade repair cost -20%).


#Chapter 2 — Black Rope Hell (黒縄) · Forest of Chains

Theme: A forest where black chains grow. Binding and entanglement. Judgment of sinners.

Environment Gimmick: Chains grow from the ground. Fire is ineffective. Onmyodo dissolution techniques are standard.

#NameGradeSummary StatsSpecial
06Growing ChainsMobWounds 0 · no techniques · Domination individual +0.5 / colony +1Terrain gimmick · root purification Target Number 13
07Bound SoulMinion (squad 3–4)Individual Wounds 1 / Defense 12 / Domination squad +2Dialogue Target Number 13 · liberation Target Number 15
08Black Rope SoldierVeteran (squad 3–4)Wounds 2 / Defense 13 / Domination squad +3Push binding · squad charge
09Black Rope HandlerEliteWounds 3 / Defense 14 / Energy 10Licensed darkness expulsion · binding
10Black Rope MatronLordWounds 7 / Defense 17 / Energy 13Act 4 boss · triple choice (combat · negotiation · sacrifice)

Recommended First Encounter: 06 Growing Chains 3–5 strands (terrain experience). Chain gimmick learning for PC rank 2.

Black Rope Hell Common Materials: young iron ring (Kokujo-ryu teaching requirement), black sap (healing herb substitute).


#Chapter 3 — Screaming Hell (叫喚) · Boiling Lake

Theme: Boiling water. Steam. Echoes of screams. Aquatic and naval combat.

Environment Gimmick: Water temperature · steam toxicity · underwater checks. Talismans and holy water are powerful.

#NameGradeSummary StatsSpecial
11Sinking SpiritMinion (squad 4)Individual Wounds 1 / Defense 12 / Domination squad +2Pulled above the surface → dissolves in 2 rounds · Spiritual Burn
12Funayurei SwarmVeteran (squad 3)Individual Wounds 2 / Defense 13 / Domination squad +3Partially Incorporeal · name calling check -2
13Umibozu's HandEliteWounds 4 / Defense 15 / Energy 10Steam explosion · Act 2 reduced version → Act 4 full stats
14Melted FishermanEliteWounds 4 / Defense 14 / Energy 9Spiritual Burn · liberation Wisdom check 13
15Screaming KingLordForm 1 Wounds 6 · Defense 17 · Energy 14 / Form 2 Wounds 6 · Defense 16 · Energy 13 / Form 3 Wounds 5 · Defense 15 · Energy 123-form boss · Form 3 negotiation Target Number 15

Recommended First Encounter: 11 Sinking Spirit 1 squad (4 units). Underwater combat learning for PC rank 3.

Screaming Hell Common Materials: a bottle of hot water (ritual ingredient), melted net (curse-breaking ingredient).


#Chapter 4 — Shonetsu (焦熱) · Burning City

Theme: A city that burns forever. Mirror · reflection · reversion-to-ash gimmicks.

Environment Gimmick: Exorcism reflection (karmic-fire type), reversion acceleration, mirror reflection.

#NameGradeSummary StatsSpecial
16Burning SoulMinion (squad 4)Individual Wounds 1 / Defense 11 / Domination squad +2Question dialogue Target Number 13 → squad dispersal
17Ash SoldierVeteran (squad 3)Wounds 3 / Defense 13 / Domination squad +3Civil war reenactment · reappears after 1d10 rounds
18Half-Ash OneMinion (special)Wounds 1 / Defense 0 (no resistance) / Domination individual +0.5Exposure +1 on attack, liberation Presence Target Number 18
19Karmic-Fire SoldierEliteWounds 4 / Defense 15 / Energy 10Exorcism reflection · name weakness Wisdom Target Number 15
20Ash ConductorElite (superior)Wounds 5 / Defense 14 / Energy 12Seven-eye multi-attack · reversion acceleration aura
(Boss)Great Dharma King of ShonetsuLordStage 1 Wounds 6 · Defense 16 · Energy 13 / Stage 2 Wounds 7 · Defense 17 · Energy 14 / Stage 3 Wounds 5 · Defense 15 · Energy 123-stage structure · liberation declaration ending

Recommended First Encounter: 16 Burning Soul 1 squad (4 units). The experience of PCs answering "questions" to disperse the squad.

Shonetsu Common Materials: handful of ash (Nameless combat +3, 1 use), karmic-fire fragment (karmic-fire resistance talisman ingredient).


#Chapter 5 — Avici (無間) · The Nameless Gate

Theme: Infinite suffering · forced choice · time distortion. The loss of names.

Environment Gimmick: Damage persists at 1/3, forced-choice events, name resistance checks.

#NameGradeSummary StatsSpecial
21Hand LanternMobWounds 0 · no techniques · Domination +0.5Zone trap (Time Stasis Field · Auditory Hallucination · forced choice)
22Avici SoldierEliteWounds 4 / Defense 15 / Energy 10Name intuition Wisdom Target Number 15 release
23White SleeveElite (Incorporeal)Wounds 3 / Defense 14 / Energy 9[Incorporeal] attacks · Incorporeal Evasion
24Pilgrim ThrongVeteran (squad 3–4)Individual Wounds 2 / Defense 13 / Domination squad +3Endless Advance · forced choice
25NamelessLord (2 phases)P1 Wounds 7 · Defense 18 · Energy 14 / P2 Wounds 6 · Defense 19 · Energy 15Awakening resistance · 3-condition ending (Renown Title · resealing · pact)

Recommended First Encounter: 21 Hand Lantern. Warning for PCs entering Avici.

Avici Common Materials: sealing stone fragment (relic 99-02 ingredient), nameless paper (can re-bestow a name on a new PC).


#Detailed Yokai Summary — All 25 Types

Note: This section contains summary stats only. For detailed per-round actions and GM staging tips, the bestiary in each chapter is required reading.

#01. Reviving Tyrant

  • Kanji/Romaji: 蘇生暴君 / Sosei Bōkun
  • Rank: Lord
  • Hell: Reviving Hell — Iron-Gray Plains
  • Identity: The spirit of a reincarnated Sengoku-era general. The one who was sealed in Akihisa's older brother's wakizashi.
  • Summary Stats: Wounds 8 / Defense 18 / Energy 15 · Courage+5 Physique+4 Presence+2 Wisdom+1 · Domination +8 (including Fear Aura)
  • Key Gimmick: Cannot be defeated by direct attack. Retreats when Cumulative Hit Points (NTP) reach 15. Direct strikes on the ward deal damage to Ward HP.
  • Weakness: The unhealed wakizashi wound on his chest (Snipe Target Number 15 → NTP +3).
  • Negotiation: △ (Route: Akihisa calls his brother's name · offers the wakizashi)
  • Details: Ch.10 Yokai 1

#02. Rusted Kubikiri

  • Kanji/Romaji: 錆首切 / Sabikubikiri
  • Rank: Elite
  • Hell: Reviving Hell
  • Identity: A mid-tier warrior yokai clad in rusted armor, wielding a head-severing blade.
  • Summary Stats: Wounds 4 / Defense 15 / Energy 10 · Courage+2 Finesse+2 Physique+1 · Domination +4
  • Key Gimmick: Revive count d10 (cap: 2 times; true death on third time at Wounds 0). Corpse Collector aptitude.
  • Special Attack: [Kata] Decapitation — 2d10 + Courage(2)+2 >= Defense · 3 Wounds direct hit + Injury 1 stage worsened.
  • Negotiation: X
  • Details: Ch.10 Yokai 2

#03. Reviving Gaki

  • Kanji/Romaji: 蘇生餓鬼 / Sosei Gaki
  • Rank: Minion (squad of 4–6)
  • Hell: Reviving Hell
  • Identity: Gray-bodied with only the belly swollen. A collective-synchronization swarm.
  • Summary Stats: Individual Wounds 1 / Defense 11 · Domination squad +2 (individual +1) · Courage+0 Physique+0 · No individual Energy (when commanded)
  • Key Gimmick: Wounds 0 always triggers a d10 count. Revives only on iron-gray ground. Blocked by corpse dismemberment, incineration, or inside a ward.
  • Weakness: Count skipped if downed inside a ward. Corpse dismemberment (1 round) or incineration (3 rounds) sets count to 0 immediately.
  • Negotiation: X
  • Details: Ch.10 Yokai 3

#04. Blood-Mist Imp

  • Kanji/Romaji: 血霧小鬼 / Ketsumu Shōki
  • Rank: Veteran (squad of 3–4)
  • Hell: Reviving Hell
  • Identity: Small gray oni. Switches between corporeal and mist states.
  • Summary Stats: Individual Wounds 2 / Defense 13 (corporeal) · 18 (mist) · Domination squad +3 (individual +1) · Finesse+1 · No individual Energy (when commanded)
  • Key Gimmick: Mist transformation (start-of-round d10; 1–4 corporeal, 5–10 mist). Non-corporeal rules in mist state. Enhanced wound recovery (auto-mist at Wounds 1 or lower + recover 2 Wounds).
  • Weakness: Break the recovery loop with 3+ Wounds concentrated in a single roll. Fire, wind, and exorcism talismans.
  • Negotiation: X
  • Details: Ch.10 Yokai 4

#05. Imperishable General

  • Kanji/Romaji: 不朽將 / Fukyū Shō
  • Rank: Elite (negotiation available)
  • Hell: Reviving Hell
  • Identity: The spirit of a reincarnated warlord. A lingering apparition leaning against a stone pillar in the ruins.
  • Summary Stats: Wounds 5 / Defense 15 / Energy 11 · Courage+2 Physique+3 Presence+2 Wisdom+1 · Domination +4
  • Key Gimmick: Dialogue capable. Reduced-revive type (counter exists but exorcism unnecessary; true death via Pacification Target Number 13). Kata: calling by old name.
  • Negotiation: O (History dialogue Target Number 17 · Courtesy 12 · Name 13 · Reduced when the Loyalty axis aligns)
  • Reward: Clue from a previous drifter · scroll fragment 1 piece (Ch.2 bridge intel) · broken spear relic.
  • Details: Ch.10 Yokai 5

#06. Growing Chains

  • Kanji/Romaji: 生鎖 / Ikikusari
  • Rank: Mob (no intelligence)
  • Hell: Black Rope Hell
  • Identity: A colony of iron chains that sprout from the ground like rice stalks.
  • Summary Stats: Wounds 0 · No Skills · No Energy · Domination individual +0.5 / colony (3–5 strands) +1
  • Key Gimmick: Zone terrain dressing. Movement costs +1 Energy · Evasion Finesse Target Number 11. Root purification Courage/Wisdom Target Number 13 (regenerates 1 round after failure).
  • Weakness: Way of Rites and onmyoji telekinetic arts. Zone gimmick removed on successful root purification.
  • Negotiation: X (no intelligence)
  • Details: Ch.11 Yokai 1

#07. Bound Soul

  • Kanji/Romaji: 縛魂 / Bakukon
  • Rank: Minion (squad of 3–4, negotiation available)
  • Hell: Black Rope Hell
  • Identity: Spirits who have bound themselves in chains. The chains are ones they wrapped around themselves.
  • Summary Stats: Individual Wounds 1 / Defense 12 · Domination squad +2 (solo +1) · Courage+0 Presence+1 · No individual Energy (when squad is commanded)
  • Key Gimmick: Dialogue-first squad. Chain whip hit allows choosing to bind target. Weight of the chains (action slots for PCs in the same Zone -1). Will not become hostile unless PCs provoke them first.
  • Negotiation: O — General Target Number 13 · Information 15 · Free proposal (liberation) 16
  • Details: Ch.11 Yokai 2

#08. Black Rope Soldier

  • Kanji/Romaji: 黒縄兵 / Kokujō Hei
  • Rank: Veteran (squad of 3–4)
  • Hell: Black Rope Hell
  • Identity: A humanoid construct woven entirely from chains. Its only command is "Guard."
  • Summary Stats: Individual Wounds 2 / Defense 13 · Domination squad +3 (solo +1) · Physique+1 Finesse+1 · No individual Energy (when squad is commanded)
  • Key Gimmick: Push-out specialist (forced movement 1 Zone). Squad charge · gesture warning (does not attack in the first round). Its mission is to "drive them out."
  • Negotiation: △ (Retreat route Presence Target Number 13 · Information 15)
  • Details: Ch.11 Yokai 3

#09. Black Rope Handler

  • Kanji/Romaji: 黒縄使 / Kokujō Shi
  • Rank: Elite
  • Hell: Black Rope Hell
  • Identity: A beast made from a bundle of black chains (dragon/serpent/dog hybrid). The Black Rope Matron's direct subordinate.
  • Summary Stats: Wounds 3 / Defense 14 / Energy 10 · Courage+2 Finesse+2 Physique+1 · Domination +4
  • Key Gimmick: Chain fangs · tail coil (bind). [Kata] Darkness Spew (all in Zone 2 Wounds + bind). Pack tactics (2 or more present: roll +1).
  • Negotiation: △ (Target Number 15, contingent on Matron's tacit approval)
  • Reward: Red eyes (Black Rope-type tier 3 catalyst), chain tail (tier 2 medium), black smoke condensate.
  • Details: Ch.11 Yokai 4

#10. Black Rope Matron

  • Kanji/Romaji: 黒縄大母 / Kokujō Daibo
  • Rank: Lord (Boss)
  • Hell: Black Rope Hell
  • Identity: The chain mother's severed obsession. Nailed to the bottom of a pit, but her gaze and voice move freely.
  • Summary Stats: Wounds 7 / Defense 17 / Energy 13 · Courage+3 Finesse+1 Physique+2 Wisdom+2 Presence+3 Fate+1 · Domination +1.5 + Presence Aura
  • Key Gimmick: Cannot move · ranged reach. Core 5 strands (simultaneous severance in one round Courage Target Number 15) · Summon Handler (Energy 4, 2 times) · Frenzy Phase (Wounds 3 or fewer, or round 10+). Lullaby of 100 Years (Presence contest, all in battle).
  • Negotiation: O (Presence contest Target Number 15 · Sacrifice proposal Target Number 17)
  • Three-Way Choice: Combat victory (True) · Negotiation (Self) · Sacrifice (Void) — ending branch per path.
  • Details: Ch.11 Yokai 5

#11. Sinking Spirit

  • Kanji/Romaji: 沈み霊 / Shizumi Rei
  • Rank: Minion (squad of 4)
  • Hell: Screaming Hell
  • Identity: The souls of fishermen who sank to the bottom of a boiling lake. Semi-transparent humanoid forms with webbed hands.
  • Summary Stats: Individual Wounds 1 / Defense 12 · Domination squad +2 · Physique+0 Courage+0 · No individual Energy (when commanded)
  • Key Gimmick: Underwater only. Wet-hand critical hit inflicts spiritual laceration. Pull under (water depth +1). Vanishes after 2 rounds above the surface.
  • Weakness: Surface exposure · 1 sealing talisman = entire squad incapacitated.
  • Negotiation: X
  • Details: Ch.12 Yokai 1

#12. Funayurei Swarm

  • Kanji/Romaji: 船幽霊群 / Funa Yūrei Gun
  • Rank: Veteran (squad of 3, Screaming Hell variant)
  • Hell: Screaming Hell
  • Identity: 3 semi-transparent sailors walking on the waves. The leader 1 still remembers their own name.
  • Summary Stats: Individual Wounds 2 / Defense 13 · Domination squad +3 · Courage+1 Presence+1 · No individual Energy (Energy 10 when wandering)
  • Key Gimmick: Partially non-corporeal (torso non-corporeal / weapons corporeal). Name-calling (Presence attack, [Incorporeal], Fear -2). Coordinated attack (3 on same target: Domination +1 · roll +1). Steam immunity.
  • Negotiation: △ (Presence contest Target Number 13 after obtaining leader's true-name clue)
  • Details: Ch.12 Yokai 2

#13. Umibozu's Hand

  • Kanji/Romaji: 海坊主の手 / Umibōzu no Te
  • Rank: Elite (Act 2 reduced version / Act 4 full stats)
  • Hell: Screaming Hell
  • Identity: A massive black hand rising above the water's surface. The main body is not visible.
  • Summary Stats: Wounds 4 / Defense 15 / Energy 10 · Courage+3 Physique+3 · Domination +4
  • Key Gimmick: Corporeal (not non-corporeal). Palm slam (all in Zone 1 Wound + forced movement). Grab (bind + crush). [Kata] Steam Explosion (all within 5m 2 Wounds + burn). Kata sealed in Act 2.
  • Weakness: Precise strike on finger joints (damage +1 Wound, ranged roll -1). Grand Sealing Talisman (consumes 2 mid-grade cores, incapacitates for 10 rounds).
  • Negotiation: X
  • Details: Ch.12 Yokai 3

#14. Melted Fisherman

  • Kanji/Romaji: 溶けた漁夫 / Toketa Gyofu
  • Rank: Elite
  • Hell: Screaming Hell
  • Identity: A half-melted flesh fisherman. Seaweed between the ribs. The last fishermen of the old domain fishing village.
  • Summary Stats: Wounds 4 / Defense 14 / Energy 9 · Courage+2 Physique+3 Wisdom+1 · Domination +4
  • Key Gimmick: Melting net ([Incorporeal] · inflicts spiritual laceration). Boiling spew (3m cone 2 Wounds + burn). [Kata] Name in the Water (target's past sin · Demonic direction 1 stage). Underwater bonus +2 / above surface -2.
  • Negotiation: △ (Interrogation Wisdom contest 13 succeeds → a fragment of the past; reciting a eulogy triggers voluntary dissolution · Merit Heart +2)
  • Details: Ch.12 Yokai 4

#15. Screaming King

  • Kanji/Romaji: 叫喚大王 / Kyōkan Daiō
  • Rank: Lord (3-form Boss)
  • Hell: Screaming Hell
  • Identity: Furuichi Tarobei (old fisherman). King of Screaming Hell.
  • Summary Stats:
  • Form 1 Blizzard King: Wounds 6 / Defense 17 / Energy 14 · Courage+3 Finesse+2 Physique+3 Wisdom+2 Presence+3 · Domination +6
  • Form 2 Screaming King: Wounds 6 / Defense 16 / Energy 13 · Finesse+3 Wisdom+3 · Domination +5 (entire body non-corporeal)
  • Form 3 Dialogue King: Wounds 5 / Defense 15 / Energy 12 · Presence+3 Wisdom+2 · Domination +4.5
  • Key Gimmick: 3-form transition (1 round invincible after Wounds 0, then shifts to next form). Form 3 opens negotiation via [Kata] Last Words (Presence contest Target Number 15).
  • Negotiation: O (Form 3 Presence contest Target Number 15, 5-stage dialogue: name recognition → hearing the past → accepting the request → agreeing on terms → PC's answer)
  • Reward: Gourd relic · Screaming Hell re-sealing · high-purity core (varied by choice; see 12-07).
  • Details: Ch.12 Yokai 5

#16. Burning Soul

  • Kanji/Romaji: 灰火 / Haibi
  • Rank: Minion (squad of 4)
  • Hell: Shonetsu
  • Identity: Remnants of Kitamiyama residents. Ash-gray silhouettes with flames pulsing like a heartbeat inside their chests.
  • Summary Stats: Individual Wounds 1 / Defense 11 · Domination squad +2 · No individual Energy (Energy 10 when commanded or wandering)
  • Key Gimmick: Does not attack on first encounter — poses a question. Honest answer causes dispersal (no combat); refusal or lie triggers hostility. True-Name Call (PC cries out a truth → 1 squad member permanently dissolved).
  • Liberation: Dialogue Target Number 13 success → that squad disengages.
  • Negotiation: O (combat itself is dialogue)
  • Details: Ch.13 Yokai 1

#17. Ash Soldier

  • Kanji/Romaji: 灰兵 / Haihei
  • Rank: Veteran (squad of 3)
  • Hell: Shonetsu
  • Identity: Remnants of soldiers from both sides of a civil war 200 years ago. They slash at each other from the same distance.
  • Summary Stats: Individual Wounds 3 / Defense 13 · Domination squad +3 · Courage+1 Physique+1 · No individual Energy (Energy 10 when commanded or wandering)
  • Key Gimmick: Faction re-enactment (endless repeat of the 200-year civil war). Civil-war revival (after full squad wipe, re-emerges at a different range after 1d10 rounds, until the city is liberated). Civil-war-stance (Defense +1 when a hostile faction squad is present).
  • Negotiation: △ (Dialogue with the commander-type Target Number 15 → squad ceasefire)
  • Details: Ch.13 Yokai 2

#18. Half-Ash One

  • Kanji/Romaji: 半灰者 / Hankaisha
  • Rank: Minion (special, immobile · non-combat)
  • Hell: Shonetsu
  • Identity: Half human, half lump of ash. The immobile state of the stationary faction.
  • Summary Stats: Wounds 1 / Defense 0 (no resistance) · Domination individual +0.5 · No individual Energy · No attack Skills
  • Key Gimmick: No resistance (auto-dissolves when destroyed, no roll needed). Exposure +1 per 1 destroyed · +3 for 30 at once. Murmuring (Perception or Wisdom Target Number 15 to receive emotions; Wisdom Target Number 13 fails when 30 simultaneously received → 1 round action loss).
  • Liberation: Liberation chant Presence Target Number 18 success → voluntary dissolution (no Exposure effect).
  • Negotiation: △ (liberation route)
  • Details: Ch.13 Yokai 3

#19. Karmic-Fire Soldier

  • Kanji/Romaji: 業火兵 / Gōka Hei
  • Rank: Elite
  • Hell: Shonetsu
  • Identity: Remnants of Kitamiyama palace guard soldiers whose karmic fire has become armor. Corporeal.
  • Summary Stats: Wounds 4 / Defense 15 / Energy 10 · Courage+3 Physique+2 Finesse+1 · Domination +4
  • Key Gimmick: Karmic-fire blade · flame slash (all in Zone · karmic-fire mark). [Kata] King's Flame (2 Wounds + Defense -1). Exorcism Reflection (special ability, unrelated to non-corporeal). Name Weakness (Wisdom Target Number 15 success → Defense -3 for 1 round).
  • Core: Physical attacks only. Only PCs carrying Atobe Reika's ash are exempt from Reflection.
  • Negotiation: X
  • Details: Ch.13 Yokai 4

#20. Ash Conductor

  • Kanji/Romaji: 灰の演首 / Hai no Enshu
  • Rank: Elite (upper) / borderline Lord (lower)
  • Hell: Shonetsu
  • Identity: Seven flaming eyes. Light within the armor where a face should be.
  • Summary Stats: Wounds 5 / Defense 14 / Energy 12 · Wisdom+3 Finesse+2 Courage+2 Presence+2 · Domination +4 (Reduction-Acceleration Aura at close range)
  • Key Gimmick: Seven-Eyes Gaze (up to 3 targets in the same Zone simultaneously roll). Consecutive slash (2 consecutive hits on the same target). [Kata] Seven-Flame Eye Opening (all in Zone 2 Wounds). Exorcism Reflection. Reduction-Acceleration Aura (Ash Encroachment 2× at close range). Emergency Summon (at half Wounds: summons a Burning Soul squad of 4).
  • Core: Maintaining range is essential. Create a ranged-advantage situation.
  • Negotiation: X
  • Details: Ch.13 Yokai 5

#21. Hand Lantern

  • Kanji/Romaji: 手燈籠 / Tetōrō
  • Rank: Mob (trap type)
  • Hell: Avici
  • Identity: A small washi paper lantern fused with a child's hand. Looks like a distant light from afar.
  • Summary Stats: Wounds 0 · No Skills · Domination +0.5 · No Energy
  • Key Gimmick: Zone gimmick. Time suspension (movement within 3 steps costs +1 Energy). Hallucination induction (Physique Target Number 13 or Wisdom Target Number 11; failure → 1 round action loss). Forced choice (whether to take the hand).
  • Negotiation: O (after taking the hand, "Go home" Presence Target Number 10 → Compassion +1 permanent · guide bonus)
  • Warning: Attacking causes instant dissolution since it has no Skills, and the child's spirit remains unliberated (Compassion -1 permanent).
  • Details: Ch.14 Yokai 5

#22. Avici Soldier

  • Kanji/Romaji: 無間兵 / Muken Hei
  • Rank: Elite
  • Hell: Avici
  • Identity: Warriors whose names were stolen by the silence of Avici. Faceless samurai.
  • Summary Stats: Wounds 4 / Defense 15 / Energy 10 · Courage+2 Finesse+2 Physique+2 Wisdom+1 · Domination +4
  • Key Gimmick: Avici Strike (1 Wound + Avici state). Silence Shield (negotiation/persuasion roll Target Number +3). [Kata] Nameless Frenzy (all in Zone 1 Wound). Name Intuition (Wisdom Target Number 15 success: call true name 1 time → 1 round stagger).
  • Negotiation: O (dialogue related to names, non-combat preferred)
  • Reward: Name-restoration item (PC retains true name in Act 4 Transformation Ending).
  • Details: Ch.14 Yokai 2

#23. White Sleeve

  • Kanji/Romaji: 白の袖 / Shiro no Sode
  • Rank: Elite (non-corporeal)
  • Hell: Avici
  • Identity: A single strip of white cloth 4–5 steps long floating in the air. The cloth itself is the being.
  • Summary Stats: Wounds 3 / Defense 14 / Energy 9 · Finesse+3 Wisdom+2 Presence+2 · Domination +3 (non-corporeal penalty)
  • Key Gimmick: Cloth entanglement ([Incorporeal] attack + breathing difficulty). Memory distortion (negates 1 of the PC's most recent actions). Non-corporeal (physical d10 1–5 negated · exorcism exempt). Fire weakness (Wound effect +1, retreats 3 steps).
  • Negotiation: X
  • Details: Ch.14 Yokai 3

#24. Pilgrim Throng

  • Kanji/Romaji: 巡禮者群 / Junreisha Gun
  • Rank: Veteran (squad of 3–4)
  • Hell: Avici
  • Identity: Those who tried to cross Avici and collapsed. Monk robes · identical faces · rosaries in hand.
  • Summary Stats: Individual Wounds 2 / Defense 13 · Domination squad +3 · Wisdom+1 · No individual Energy (Energy 10 when wandering)
  • Key Gimmick: Endless advance (move in unison, knockdown + 1 Wound). Chant chorus (synchronization temptation — 1 round of action wasted out of every 3). Forced choice (dialogue with 1 designated squad member triggers Three Ways and Six Hearts effect).
  • Negotiation: △ (Passage negotiation Presence Target Number 13 → halt)
  • Reward: Prayer-bead beads 1–3 (prayer roll +1, permanent possession).
  • Details: Ch.14 Yokai 4

#25. Nameless

  • Kanji/Romaji: 無名 / Mumyō
  • Rank: Lord (2-phase)
  • Hell: Avici
  • Identity: The will-body of one of the 3 axes of the Sealing Stone. Avatar category. A weary civil servant for 100 years.
  • Summary Stats:
  • P1 Sealed Civil Servant: Wounds 7 / Defense 18 / Energy 14 · Courage+3 Finesse+2 Physique+2 Wisdom+3 Presence+3 · Domination +1.5 + Presence Aura
  • P2 Awakened Resistance: Wounds 6 / Defense 19 / Energy 15 · Courage+3 Finesse+2 Physique+2 Wisdom+3 Presence+4 · Domination +1.5 + Presence Aura (enhanced)
  • Key Gimmick: Forced choice (presents 2 options; refusal → 1 round action loss). Sealing Stone Regeneration Stance (Energy 2; Wounds +1 per lull). P2 Name Bestowal (Presence contest; gives PC a new name · roll -2 · dispelled by calling true name). [Kata] Time Suspension (count in reverse).
  • Resolution Conditions (3 choices):
  • A Complete defeat via 10-stage Renown (PC who declared Renown must be in battle)
  • B Re-sealing ritual (3 sealing records + onmyoji + ward maintained; Wisdom Target Number 18 accumulated 3 times in combat)
  • C Pact (negotiation) Presence Target Number 18 → Boundary Warden conversion
  • Negotiation: O (Presence Target Number 18)
  • Ending Impact: How this boss is resolved is the axis of the 3-way Ch.5 ending branch.
  • Details: Ch.14 Yokai 1

#Encounter Composition Examples

Scene ScalePC DanRecommended Composition
Small-Scale ExplorationDan 103 Reviving Gaki × 3 · 06 Growing Chains × 2
Mid-Scale CombatDan 202 Rusted Kubikiri × 1 + 03 Reviving Gaki × 4
Boss Battle IntroductionDan 307 Bound Soul (negotiation) → 08 Black Rope Soldier × 3
Chapter ClimaxDan 410 Black Rope Matron (Lord-grade boss) + 09 Black Rope Handler 2–3 units
High-Difficulty CombatDan 513 Umibozu's Hand + 11 Sinking Spirit × 6
Narrative Turning PointDan 615 Screaming King (Form 1) negotiation scene
Complex SituationDan 717 Ash Soldier both factions simultaneously + 18 Half-Ash One nearby
Avici EntryDan 822 Avici Soldier × 1 + 24 Pilgrim Throng
Final BattleDan 9–1025 Nameless + (allied NPC 3–5) + relics 3–5

#Composition Prohibitions

  1. No 2 Lord-grade units simultaneously (except for highly special endings).
  2. Caution with negotiable + non-negotiable mix — if a different yoma attacks while PCs are attempting negotiation, a check contradiction arises.
  3. No Avici encounters when fatigue is low — risk of Exposure runaway.
  4. No Elite-grade or higher encounters when Barrier HP is below 40 — Barrier maintenance takes priority.

#Negotiation Scene Composition Tips

  • Negotiation-target yoma + small number of weak Mob soldiers. For maintaining tension.
  • On negotiation failure, Mob soldiers turn hostile and combat begins.
  • On negotiation success, Mob soldiers automatically retreat (yoma leadership diminished).

#Yoma to Add to This Bestiary (Blank Entries)

GM expansion area. Beyond these 25 base supplement yoma, record yoma created or adapted by the GM.

Number: ___
Name (kanji): ______________________
Grade: □Mob □Minion □Veteran □Elite □Lord
Hell: □Reviving Hell □Black Rope □Screaming Hell □Shonetsu □Avici □Other
Main Gimmick: _______________________________________________
Negotiable: □Y □△ □N
First Encounter Scene: ____________________________________________
Detailed Notes: ______________________________________________

Recommended conditions for additional yoma:

  1. Avoid gimmick overlap with existing 25 types.
  2. Observe Wounds values appropriate to the grade (Core 08-02 reference).
  3. If negotiable, specify the Heart (心) axis.

#Relationship with Core-Book Yoma

#Coexistence with Core 08-02

These 25 supplement types do not replace the core Yoma Bestiary. They coexist.

  • Core basic templates (lesser yoma, gaki, ko-oni, oni, great oni, etc.): The baseline for domain-area and open-world random encounters.
  • These 25 supplement types: Exclusive to main arc scenes and hell-specific encounters.
  • Mixed composition possible: e.g., basic gaki + 03 Reviving Gaki can coexist on the Flank Zone of Reviving Hell.

#Substitution Prohibitions

  • The first session encounter for PC Dan 1 must use core basic lesser yoma. The 25 types are too powerful for Dan 1 early stages.
  • Encounters inside the domain are basically none — as long as the Barrier holds.

#GM Quick-Reference Notes

#One-Line Mnemonics

#One Line
01"An undefeatable king. Talk to it or run."
02"Cut its head off and it rises again. Once only."
03"Kill it and kill it — it keeps appearing, on iron-colored ground."
04"When struck, it turns to mist. Tear it apart with onmyojutsu."
05"The moment you speak, it becomes a story, not a battle."
06"Chains sprout from the earth. Don't step on them."
07"A bound soul. Speak to it and you might free it."
08"It's trying to drive you away from here. It doesn't want to kill you."
09"A beast of chain bundles. It speaks with the Matron's voice."
10"The mother of the pit. Threefold choice: combat, negotiation, sacrifice."
11"It only lives in water. Pull it above the surface and it's over."
12"There is no escape on the ship. Take down the leader first."
13"A hand suddenly rises above the surface. Move before it grabs the boat."
14"When it opens its mouth, boiling water pours out. Don't get caught in the net."
15"Three forms. Dialogue begins in the first form."
16"Answer its question. If you answer, it disappears."
17"It's still fighting a war from 200 years ago. Which side are you on?"
18"It doesn't resist. The moment you cut it — your Heart is encroached upon."
19"Don't use talismans. They come back to you."
20"Don't get close. You melt to ash."
21"There is a hand inside the lantern. Speak to it and time flows — in reverse."
22"It has no name. Shout your name and it pauses for a moment."
23"It has no body. It attacks your senses. Evade with willpower."
24"Walk with it — or confront it on the spot. Choose."
25"It is a door. Whether to close it or open it — is your choice."

#Yoma Index — Korean Alphabetical Order

Name#Chapter
Sinking Spirit11Screaming Hell
Screaming King15Screaming Hell
Rusted Kubikiri02Reviving Hell
Melted Fisherman14Screaming Hell
Avici Soldier22Avici
Nameless25Avici
Half-Ash One18Shonetsu
Reviving Gaki03Reviving Hell
Reviving Tyrant01Reviving Hell
Burning Soul16Shonetsu
Imperishable General05Reviving Hell
Pilgrim Throng24Avici
Hand Lantern21Avici
Umibozu's Hand13Screaming Hell
Karmic-Fire Soldier19Shonetsu
Growing Chains06Black Rope
Ash Soldier17Shonetsu
Ash Conductor20Shonetsu
Bound Soul07Black Rope
Blood-Mist Imp04Reviving Hell
Funayurei Swarm12Screaming Hell
Black Rope Soldier08Black Rope
Black Rope Handler09Black Rope
Black Rope Matron10Black Rope
White Sleeve23Avici

#Yoma Index — Kanji Stroke-Count Order

KanjiName#
白の袖White Sleeve23
生鎖Growing Chains06
灰火Burning Soul16
灰兵Ash Soldier17
沈み霊Sinking Spirit11
手燈籠Hand Lantern21
半灰者Half-Ash One18
黑繩兵Black Rope Soldier08
黑繩使Black Rope Handler09
黑繩大母Black Rope Matron10
業火兵Karmic-Fire Soldier19
巡禮者群Pilgrim Throng24
無名Nameless25
無間兵Avici Soldier22
不朽將Imperishable General05
縛魂Bound Soul07
錆首切Rusted Kubikiri02
蘇生暴君Reviving Tyrant01
蘇生餓鬼Reviving Gaki03
血霧小鬼Blood-Mist Imp04
船幽霊群Funayurei Swarm12
海坊主の手Umibozu's Hand13
叫喚大王Screaming King15
溶けた漁夫Melted Fisherman14
灰の演首Ash Conductor20

#Appearance Frequency Forecast (Main Arc)

Below is the expected number of appearances for each yoma in the chapter-by-chapter main arc (4 sessions × 5 chapters = 20 sessions).

#NameMain Arc Total AppearancesNotes
01Reviving Tyrant1 (Ch.10 Act 4)Single final battle
02Rusted Kubikiri5–7Ongoing in Acts 2, 3, and 4
03Reviving Gaki10+Mob role
04Blood-Mist Imp4–6Mainly Acts 3 and 4
05Imperishable General1 (negotiation scene)One-time important event
06Growing Chains8+Distributed throughout Chapter 2
07Bound Soul2–4Per dialogue scene
08Black Rope Soldier5–6Core of Act 2
09Black Rope Handler2–3Acts 3–4 (mid-unit accompanying Matron)
10Black Rope Matron1Act 4 boss (threefold choice)
11Sinking Spirit6–8Wave management
12Funayurei Swarm2Concentrated in naval combat
13Umibozu's Hand2Acts 2 and 4
14Melted Fisherman3Act 3
15Screaming King1 (3 forms)Act 4 finale
16Burning SoulManyActs 1–2, disappears when liberated through dialogue
17Ash Soldier6+Acts 2–3
18Half-Ash OneNon-combatMoral scenario
19Karmic-Fire Soldier4–5Act 4
20Ash Conductor2Act 4
21Hand Lantern1–3Act 1 warning
22Avici Soldier1–2Act 2
23White Sleeve1–2Act 2
24Pilgrim Throng1–2Act 2
25Nameless1 (2 phases)Act 3 finale

#Open World and Side Appearances

Appearances are also possible in open-world encounters and side quests outside the main arc. See 20-02 Patrol Encounters d100 and 21-00 Sidequest Index.

#Yoma Suited for Non-Main-Arc Use

  • Reviving Hell: 02 Rusted Kubikiri, 03 Reviving Gaki, 04 Blood-Mist Imp — always present on the iron-colored plain.
  • Black Rope: 06 Growing Chains — side encounters as chains protruding at the domain boundary.
  • Screaming Hell: 11 Sinking Spirit — small numbers near small ponds close to the domain.
  • Shonetsu: 16 Burning Soul — appears alone, poses a question, and leaves as a quest hook.
  • Avici: 21 Hand Lantern — 1-unit trap. For drawing attention.

#Yoma Suited for Side Quests

  • Negotiation-focused: 05 Imperishable General, 07 Bound Soul, 09 Black Rope Handler, 15 Screaming King (Form 1 only), 16 Burning Soul, 22 Avici Soldier.
  • Exploration-focused: 18 Half-Ash One (moral), 21 Hand Lantern (mystery).

#Main Arc Exclusives

  • 01 Reviving Tyrant · 10 Black Rope Matron · 15 Screaming King (Forms 2 and 3) · 20 Ash Conductor · 25 Nameless — unique to the main arc. Cannot appear in the open world.

#Trust Hierarchy for This Document

  1. The chapter bestiary is the source of truth. If stat values differ between this document and the chapter bestiary, the chapter bestiary takes precedence.
  2. Core 08-02 is the higher reference. When a core-book and this supplement yoma share the same grade notation but differ in values, refer to core-book defaults.
  3. If you find an error in this document: Jump to the chapter bestiary → correct the chapter document if revision is needed → regenerate this document.

#Tactical Response Guide — Core Strategies by Yoma

Reference for both GM and players. Summarizes 1–2 recommended tactics and actions to avoid for each yoma.

#Reviving Hell — 5 Types Summary

#Recommended TacticsActions to Avoid
01 Reviving TyrantAchieve one of 4 withdrawal conditions. Snipe chest wound (Target Number 15) + 15 cumulative checks. Offering the wakizashi is fastest.Grinding Wounds only. It returns every round.
02 Rusted KubikiriMove inside the Barrier within 1 round after the first defeat. Once off iron-colored ground, revival is impossible. Assume evasion stance immediately when decapitation is declared.Letting your guard down after killing it once. Always remember: it revives once.
03 Reviving GakiOnmyojutsu purification → block revival. Squad volley fire. Do not charge into the middle of the swarm.Picking off individuals. Without cutting off revival, it never ends.
04 Blood-Mist ImpOnmyojutsu or Exorcism attack. Zone lockdown so it cannot escape while in mist form.Pure physical attacks alone take 2× as long to handle.
05 Imperishable GeneralResolve through dialogue. Flag etiquette. Loyalty-aligned PC takes the front. Gift (sake, incense) grants Target Number -2.Attacking on first contact. Elite-grade combat triggers immediately.

#Black Rope — 5 Types Summary

#Recommended TacticsActions to Avoid
06 Growing ChainsTreat the root (Way of Rites Target Number 13 or onmyojutsu). Half-severed chains regenerate after 1 round — wasted time.Repeating cuts only. Regeneration loop.
07 Bound SoulDetainment dialogue Target Number 11. On enrage, appeal Target Number 11. No attacks.Opening with an attack. Pressure surges sharply after enrage transition.
08 Black Rope SoldierFaction declaration first. Strike commander first. Ceasefire negotiation Target Number 15.Advancing blindly — push-back accumulation leads to maze exit.
09 Black Rope HandlerAsk questions without breaking its meditation. Gift: prayer beads or talisman.Disruptive actions. Departure confirmed.
10 Black Rope MatronSever the 5 core chains simultaneously (same-round Target Number 15) to disable regeneration wall. Uncontested Target Number 15 negotiation or sacrifice Target Number 17.Ignoring the 5 core chains and only attacking head-on. After entering Frenzy, lullaby range becomes 2×.

#Screaming Hell — 5 Types Summary

#Recommended TacticsActions to Avoid
11 Sinking SpiritPull above the water surface — Physique check. Automatic dissolution within 2 rounds. 1 talisman = 3 units instantly destroyed.Extended stay underwater. Pull accumulation.
12 Funayurei SwarmStrike the leader first. Remove the leader → swarm retreats within 2 rounds. Holy water and talismans.Picking off swarm members first. Takes 3 times as long.
13 Umibozu's HandPrecise sniping of finger joints (ranged -1 accepted). Major sealing talisman (consumes 2 cores).Positioning within the area-of-effect downstrike radius.
14 Melted FishermanBurn seaweed with talismans. Interrogation Wisdom check, Target Number 13 → past liberation. Pull above water surface to induce -2 penalty on checks.Continuing to attack after netting it. Spiritual lacerations accumulate.
15 Screaming KingInitiate dialogue in Form 1. Force termination with Awareness Target Number 15 × 3 successes. Call out Tarobee's true name.Attacking Form 3 (true form). Bad ending.

#Shonetsu — 5 Types Summary

#Recommended TacticsActions to Avoid
16 Burning SoulAnswer its question honestly. In combat, shout your own "sentence of truth" for permanent destruction.Lying. Infinite revival after turning hostile.
17 Ash SoldierFaction declaration. Strike commander first → block summoning. Ceasefire Target Number 15.Attacking without faction declaration. 50% damage reflection.
18 Half-Ash OneDo not attack. Liberation spell Target Number 18 or bypass.Normal attacks. Exposure forced +1–3.
19 Karmic-Fire SoldierPhysical only. No talismans or Sorcery.Using Exorcism or talismans. Damage reflected.
20 Ash ConductorMaintain distance. Archery and teppo are advantageous. No close entry.Melee combat. Reversion accumulation is hard to endure.

#Avici — 5 Types Summary

#Recommended TacticsActions to Avoid
21 Hand LanternSpeak to it to liberate — gain Merit Heart. Attacking triggers Time Distortion 2 times.Repeated attacks. Exposure +1.
22 Avici SoldierCall its name. On true-name recitation, stops for 2 rounds. Addressing it with a PC's name = non-combat resolution.Head-on brawl combat. Against Lord-grade Defense, only Wounds are wasted.
23 White SleeveLight-based attacks (Shonetsu relics). Resist sensory damage with a Mental Save.Close-range physical. Incorporeal Evasion dominates.
24 Pilgrim ThrongSeparate one and dialogue Target Number 15. Among choices (accompany/resist), give a clear answer. Neutral is not allowed.Mixed actions. Delaying the choice → everyone synchronizes and attacks.
25 NamelessPosition PC between the P1 sealing stone and Nameless (block regeneration). Cooperative action to bestow a name and release. Negotiation Target Number 18 + ritual 3 times.Repeating only physical tactics in P2.

#Yoma Combat Timeline Patterns

#Small-Scale Encounter (3–5 rounds expected)

  • Mainly Mob and Minion grades. 1.5× the number of PC 2–3 people.
  • Example: 03 Reviving Gaki × 5 + core-book gaki × 2.

#Mid-Scale Combat (5–10 rounds)

  • Veteran-grade as main force + Minion-grade escort. For PC 4–5 people.
  • Example: 02 Rusted Kubikiri × 2 + 03 Reviving Gaki × 6.

#Boss Battle (10–15 rounds)

  • 1 Elite-grade or Lord-grade unit. Retainer NPC 1–2 accompanying.
  • Example: 10 Black Rope Matron (Elite) + 06 Growing Chains 6 strands.

#Final Boss Battle (15–25 rounds)

  • Lord-grade boss (2+ phases). All PCs, relics, and squads fully deployed.
  • Example: 25 Nameless + 2 of NPC Miyabi, Old Monk Genjo, Rinrin.

#Yoma AI Pacing (GM Reference)

Yoma action frequency per round. Too fast creates PC pressure; too slow becomes tedious.

GradeAttack FrequencySpecial Use Frequency
Mob1/round (reactive)0
Minion1/round1 time every 3 rounds
Veteran1–2/round1 time every 2 rounds
Elite2/round1 time per round
Lord2–3/round (P1) → 3–4/round (P2)Every round + phase transition

GM feel tip: A Lord-grade boss battle should have 3 or more events per 1 round — PC attacks, NPC cooperation, environmental changes, and yoma reactions continuing without pause. The moment it becomes tedious, the boss battle has failed.


#Reward Index — Drop by Yokai

#Core Drops

All yokai are subject to core harvesting checks upon defeat (see Core Economy rules). Drops by grade.

GradeCore GradeHarvest Target Number
MobNot harvestable
Minion / VeteranUnstable CoreTarget Number 11 / 13
EliteStable CoreTarget Number 15
LordHigh-Purity CoreTarget Number 17

#Special Drops — Elite and Lord Exclusive

#NameExclusive DropUse
01Reviving TyrantTyrant's Fragment (not defeatable; retreat only)Reviving Hell school secret arts prerequisite
05Imperishable GeneralBroken Spear (gifted on successful negotiation)99-02 Relic 11
10Black Rope MatronRoot of Chains · Tear Bead · Matron's Name99-02 Relic 6 material
15Screaming KingTarobee's Lantern99-02 Relic 13
22Avici SoldierLost Name FragmentNameless Battle +1
23White SleeveWhite Cloth Scrap99-02 Relic 10 material
25NamelessSeal Stone Fragment (large)99-02 Relics 12 · 14 · 15

#Material Harvesting (General)

For materials unique to each yokai, see the "Capturable Materials" section of the chapter bestiary.


#Yokai Drop Detail Table

#NameCore GradeAdditional MaterialsRelic Potential
01Reviving Tyrant— (fragment on retreat)Iron Club Fragment · Iron LeatherSchool transmission prerequisite
02Rusted KubikiriVeteranKubikiri BladeNamed-item repair -20%
03Reviving GakiMinionAlmost none
04Blood-Mist ImpMinion–VeteranBlood CoagulateTalisman material
05Imperishable GeneralElite (self-offered on negotiation)Banner Fragment · Broken SpearNamed Spear
06Growing ChainsYoung Iron Ring · Black SapBlack Rope school prerequisite
07Bound SoulVeteranChain Fragment · MemoryBlack Rope school Rank 1 Core
08Black Rope SoldierMinionChain Armor Fragment
09Black Rope HandlerEliteRed Eye · Chain Tail · Black Smoke CoagulateBlack Rope school Rank 2–3 catalyst
10Black Rope MatronLordTear Bead · Root of Chains · Name99-02 Relic 6
11Sinking SpiritWebbed Hand FragmentTalisman material
12Funayurei SwarmVeteran (leader only)Rusted Pole
13Umibozu's HandVeteran (special)Giant Claw FragmentShield crafting material
14Melted FishermanMinionRusted Net · Seaweed99-02 Relic 7 material
15Screaming KingLord (on negotiation)Tarobee's Lantern · Words of Hundreds of Mouths99-02 Relic 13
16Burning SoulMinion (natural dissolution on liberation)A Handful of Ash99-02 Relic 5 material
17Ash SoldierMinion–VeteranAshen Armor Fragment
18Half-Ash One— (natural dissolution on liberation)Feeling of Remorse (non-material)Settler ending knowledge
19Karmic-Fire SoldierMinion–VeteranKarmic-Fire Fragment99-02 Relic 9 material
20Ash ConductorVeteranAsh of 7 FacesShonetsu seal material
21Hand LanternLantern FragmentTalisman material
22Avici SoldierElite (naturally provided)Lost Name FragmentNameless Battle +1
23White SleeveEliteWhite Cloth Scrap99-02 Relic 10 material
24Pilgrim ThrongVeteran (leader)Staff Fragment
25NamelessLordSeal Stone Fragment (large)99-02 Relics 12 · 14 · 15

#Combined Encounters — Special Formation Samples

10 patterns of GM-ready instant encounter formations.

#Pattern A — "Those Who Die Twice" (Reviving Hell focus)

  • Formation: 02 Rusted Kubikiri × 2 + 03 Reviving Gaki × 4.
  • Message: You cannot relax after killing one.
  • PC Rank: 2–3.

#Pattern B — "Garden of Chains" (Black Rope)

  • Formation: 06 Growing Chains × 6 strands + 07 Bound Soul × 1 (negotiation target).
  • Message: Learn the binding gimmick + moral branching.
  • PC Rank: 2–3.

#Pattern C — "Maze Wall" (Black Rope late)

  • Formation: 08 Black Rope Soldier × 3 + 09 Black Rope Handler (negotiation target).
  • Message: Faction declaration + choice dilemma.
  • PC Rank: 3–4.

#Pattern D — "Boiling Sea" (Screaming Hell basic)

  • Formation: 11 Sinking Spirit × 6 + 14 Melted Fisherman × 1.
  • Message: Underwater combat + Spirit Laceration management.
  • PC Rank: 4.

#Pattern E — "Sea Assault" (Screaming Hell nautical)

  • Formation: 12 Funayurei Swarm (leader + 5 members) + 13 Umibozu's Hand (reduced form).
  • Message: Shipboard pincer + area threat.
  • PC Rank: 4–5.

#Pattern F — "Faction Civil War" (Shonetsu central)

  • Formation: 17 Ash Soldier Veteran × 4 (Return Faction) + 17 Ash Soldier Veteran × 4 (Transformation Faction) + 16 Burning Soul × 2.
  • Message: Multi-front faction declaration + question liberation.
  • PC Rank: 5–6.

#Pattern G — "Street of Remorse" (Shonetsu moral)

  • Formation: 18 Half-Ash One × 30 (non-combat) + 16 Burning Soul × 3.
  • Message: Exposure management + moral choice.
  • PC Rank: 5–6.

#Pattern H — "Karmic-Fire Lockdown" (Shonetsu late)

  • Formation: 19 Karmic-Fire Soldier × 3 + 20 Ash Conductor × 1.
  • Message: Physical-only combat + range management.
  • PC Rank: 6–7.

#Pattern I — "Forgotten Pilgrimage" (Avici entry)

  • Formation: 21 Hand Lantern × 2 + 24 Pilgrim Throng × 5 + 22 Avici Soldier × 1.
  • Message: Experience name loss + synchrony pressure.
  • PC Rank: 7–8.

#Pattern J — "Gate of the Nameless" (final)

  • Formation: 25 Nameless (P1→P2) + 21 Hand Lantern × 3 (trap) + 2–3 NPC allies.
  • Message: Final branching — choose combat, negotiation, or ritual.
  • PC Rank: 9–10.

#GM Improvised Encounter Maker

#3-Step Improvised Encounter Generation

The core rules Dice System uses only 2d10/d100/d10. Replace non-standard polyhedrals with d10 range conversion.

Step 1 — Determine Hell (d10)

RollHell
1–2Reviving Hell
3–4Black Rope
5–6Screaming Hell
7–8Shonetsu
9–10Avici

Step 2 — Select Yokai (d10 within that Hell)

From the 5–6 entries for that Hell, divide d10 by 2 for each slot (1–2 = entry 1 / 3–4 = entry 2 / …). Chapter 4 has 6 entries including the boss (Great Dharma King of Shonetsu), so assign 9–10 to the boss.

Step 3 — Determine Scale (d10)

RollScale
1–31 unit (solo)
4–62–3 units (small)
7–94–6 units (medium)
10Boss-level (1 Elite or Lord + escorts)

PC Rank Adjustment: If the result does not match PC rank, adjust by one step. Example — if a Lord is rolled but PC are Rank 2, downgrade to Elite.


#Core-Compatible Yokai Crossover

Guide for mixed encounters using both core-book yokai and these supplemental yokai.

#When Core-Book Yokai Enter This Supplement's Environment

Core-Book YokaiHellEnvironmental Modification
Minor SpiritReviving HellWounds +1 (partial reviving gimmick absorption)
GakiReviving HellGains 1 revival
Greater OniBlack RopeStarts partially chained, Defense -1
OniShonetsuConverts to karmic-fire armor → exorcism reflection
Great OniAviciName-loss resistance Target Number +2

#When This Supplement's Yokai Enter the Core-Book Environment

Can these 25 supplemental yokai appear in the Japanese mainland outside the Spirit Realm? In principle, no. They are Spirit Realm-exclusive entities. Exceptions are "remnants" after the domain is restored, or special events in ending branches.

  • Ending A (Restoration): These supplemental yokai remain in the Spirit Realm.
  • Ending B (Settlement): The domain remains in the Spirit Realm, so encounters continue.
  • Ending C (Transformation): The PC themselves become a Spirit Realm entity → some yokai may accompany them upon return to the mainland.

#Appendix: Yokai Index Symbol Table

Abbreviations used in this document and the chapter bestiaries.

SymbolMeaning
Mob · Minion · Veteran · Elite · LordCore-book Unit Grades
Reviving Hell · Black Rope · Screaming Hell · Shonetsu · Avici5 Great Hells
O · △ · XNegotiation possibility
Target Numbercheck threshold
Wounds · DefenseCore-book survival and defense units
2d10+NCore-book Dice System
1 Round / one breathCore-book Round Structure
P1 / P2Boss Phase 1 / Phase 2
Mob / GuardMinions and Veterans accompanying Elite or Lord bosses
Negotiation Target NumberCore-book Non-Combat Checks
EnergyCore-book Energy System

#Hell-by-Hell Encounter Archetypes (GM Improvisation)

1–2 sentence archetypes for when there is no time to open the chapter bestiary.

#Reviving Hell Archetype

"The moment you think it's dead, it rises again."

  • Round 1: Attack (common to Rusted Kubikiri and Reviving Gaki).
  • Round 2: The PC defeat one unit.
  • Round 3: The defeated unit begins reassembling → prompts PC decision.
  • Round 4: Depending on PC response, 2nd threat (revival complete) or additional Mobs appear.

GM Improvised Line: "The moment you thought death was near, that was the start of the rusty blood."

#Black Rope Archetype

"Don't move. Move, and the chains will follow."

  • Round 1: Chains sense the movement of a nearby PC.
  • Round 2: Chains extend, attempting to bind the fastest PC.
  • Round 3: The bound PC is slowly dragged toward the center.
  • Round 4: Black Rope Handler howls and intervenes (optional) or summons additional chains.

GM Improvised Line: "In this forest — the one who walks gets bound first."

#Screaming Hell Archetype

"The water is hot. And — how deep does it go?"

  • Round 1: Screams flow across the surface. Sinking Spirits begin pulling the PC in.
  • Round 2: Vibration of something rising from beneath the boat (sign of Umibozu's Hand).
  • Round 3: Spirit Laceration applied + steam explosion warning.
  • Round 4: Screaming King or Funayurei Swarm makes its full appearance.

GM Improvised Line: "That water — only one who has boiled in it truly knows."

#Shonetsu Archetype

"Why are you here? — Answer. If you do not answer, burn."

  • Round 1: Burning Soul poses a question.
  • Round 2: The PC hesitates to answer. Flames draw closer in the street.
  • Round 3: An Ash Soldier faction designates the PC. Declaration is forced.
  • Round 4: Branches based on the PC's answer and declaration.

GM Improvised Line: "Look at yourself in the mirror. Are you — burning?"

#Avici Archetype

"Say your name. And — can you say it?"

  • Round 1: Faint light of the Hand Lantern. The PC is drawn toward it.
  • Round 2: Time flows in reverse. PC actions -1 Round.
  • Round 3: An Avici Soldier stands before the PC. A silence that seems to ask for a name.
  • Round 4: Presence of the Nameless. Seal Stone Fragments scatter around.

GM Improvised Line: "Here — the one who has a name is strong. Do you — have a name?"


#25 Impression Cards (Player-Facing)

The GM can deliver just this single line to players upon each yokai's appearance.

#Impression
01 Reviving TyrantThree generals tall. Rusted blood from the wound on the chest.
02 Rusted KubikiriThe blade flashes once — and then twice.
03 Reviving GakiThe belly has swelled. It will swell again.
04 Blood-Mist ImpThe mist knows your flesh.
05 Imperishable GeneralHolds a worn banner. Your eyes meet.
06 Growing ChainsBeneath your feet — something moves.
07 Bound SoulThe bound one does not ask to be freed.
08 Black Rope SoldierA faceless soldier raises a hand.
09 Black Rope HandlerA chain beast without flesh. Red iron eyes.
10 Black Rope MatronAt the pit's bottom, the same face. Mother of thousands of chains.
11 Sinking SpiritA hand reaches up from the water.
12 Funayurei SwarmShadows walking on the waves call out your name.
13 Umibozu's HandAbove the surface — a hand the size of a house.
14 Melted FishermanWhen the mouth opens, boiling water pours out.
15 Screaming KingA single old fisherman. Yet — hundreds of mouths on the face.
16 Burning Soul"Why are you here?"
17 Ash SoldierArmor from 200 years ago. A sword from 200 years ago.
18 Half-Ash OneHalf human. Half ash. It does not move.
19 Karmic-Fire SoldierThe entire armor is fire. Do not — draw your talisman.
20 Ash ConductorSeven faces look in four directions. Keep your distance.
21 Hand LanternA single paper lantern in the void. From inside — a hand.
22 Avici SoldierThe face is blurred. The name is — also blurred.
23 White SleeveNo body. Only cloth.
24 Pilgrim ThrongIdentical silhouettes walking in identical strides.
25 NamelessA stone. A black stone. Two violet eyes.

#Chapter-by-Chapter Sound and Atmosphere (GM Sensory Guide)

A collection of sensory words for the GM to use during play.

#Reviving Hell

  • Sound: Iron scraping, the creak of rusted armor rising, a low flute note.
  • Smell: Rusty blood, dried blood, old rust.
  • Color: Ash-gray · iron-gray · rusted crimson.
  • Temperature: Cold wind passes like an axe blade.

#Black Rope

  • Sound: The drag of iron chains growing from the earth, the low mutter of the bound, the rolling of prayer beads.
  • Smell: Chain rust, damp soil, incense smoke.
  • Color: Black iron · ashen fog · sparse blue tinge.
  • Temperature: A chill. Sweat goes cold.

#Screaming Hell

  • Sound: Water boiling, echoes of multiple screams, a pole striking the water.
  • Smell: Seawater + rotten fish + sulfur in the steam.
  • Color: Dark red water · gray steam · red boiling foam.
  • Temperature: Damp and hot. Sweat does not dry.

#Shonetsu

  • Sound: The sizzle of a burning street, glass shattering, the crackling pop of karmic fire.
  • Smell: Smoke · ash · burning paper · faint fragrant wood.
  • Color: Vermilion · black ash · the afterglow of a sunset.
  • Temperature: A sensation of skin burning. Breath is hot.

#Avici

  • Sound: Silence. Occasionally — your own name resonates inside your head. A small cry from the Hand Lantern.
  • Smell: Nothing. Or — a smell from memory.
  • Color: Violet · black and white · sparse ash-gray.
  • Temperature: Nothing. PC easily forget the feel of their own body.

#Frequently Asked Questions (FAQ)

Q1. May the GM create yokai beyond the 25 listed here? A. Yes. Use the blank entry form at Add-Your-Own Yokai.

Q2. What if Target Number standards differ between core-book yokai and these supplemental yokai? A. The core-book base Target Number takes precedence. This supplement only adds special gimmick bonuses.

Q3. What happens if PC kill a negotiable yokai? A. Allowed. Exposure +1, and the related ending branch becomes unavailable or shifts to a negative branch.

Q4. What if PC encounter the same yokai multiple times in one chapter? A. Allowed. Whether it is the same individual or a different one is up to the GM's description. "The same face, but a different entity" is valid.

Q5. Must all 25 yokai appear? A. No. Approximately 20 appear in the main arc. The rest are optional in the open-world or side content.

Q6. What is the reward for PC who defeat a Lord-grade yokai? A. High-Purity Core + exclusive drop + Prestige points (see core-book 04-05 Prestige).

Q7. What is the difficulty of combat when a negotiable yokai turns hostile? A. The yokai's original grade + 1 step (e.g., Veteran → Elite). An enraged yokai is stronger.

Q8. Can PC obtain yokai as companions? A. In some cases, yes. For the 4 romance-type yokai partners, see 24-03 Yokai Partners. Generally negotiated yokai cannot become companions, but may be used as "external collaborators."


"25 names. 25 mirrors. In each mirror — one fragment of you is reflected."

" — Reclusive Onmyoji Hoshino Gensho, from a note in the shrine archive"


Three blank pages remain at the end of the bestiary. Fill them in yourselves.