#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.
| Column | Description |
|---|---|
| Name | Japanese + kanji |
| Grade | Mob/Minion/Veteran/Elite/Lord |
| Hell of Appearance | Which of chapters 1–5 |
| Main Gimmick | One-line summary — revival, binding, boiling water, etc. |
| Negotiable | O/△/X |
| Detail Link | The 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) | Grade | Hell | Main Gimmick | Negotiate | Detail |
|---|---|---|---|---|---|---|
| 01 | Reviving Tyrant (蘇生暴君) | Lord | Reviving Hell | Cannot be destroyed · cumulative strike withdrawal | △ | Ch.10 |
| 02 | Rusted Kubikiri (錆首切) | Elite | Reviving Hell | Beheading License · 2 revivals | X | Ch.10 |
| 03 | Reviving Gaki (蘇生餓鬼) | Minion | Reviving Hell | Squad 4–6 · conditional infinite revival | X | Ch.10 |
| 04 | Blood-Mist Imp (血霧小鬼) | Veteran | Reviving Hell | Mist transformation (Incorporeal) · wound recovery | X | Ch.10 |
| 05 | Imperishable General (不朽將) | Elite | Reviving Hell | Dialogue possible · Negotiation Target Number 17 | O | Ch.10 |
| 06 | Growing Chains (生鎖) | Mob | Black Rope Hell | Terrain binding ornament · no techniques | X | Ch.11 |
| 07 | Bound Soul (縛魂) | Minion | Black Rope Hell | Dialogue first · liberation guidance | O | Ch.11 |
| 08 | Black Rope Soldier (黑繩兵) | Veteran | Black Rope Hell | Push-binding · squad charge | △ | Ch.11 |
| 09 | Black Rope Handler (黑繩使) | Elite | Black Rope Hell | Chain manipulation · holds License | △ | Ch.11 |
| 10 | Black Rope Matron (黑繩大母) | Lord | Black Rope Hell | Boss · triple choice (combat/negotiation/sacrifice) | O | Ch.11 |
| 11 | Sinking Spirit (沈み霊) | Minion | Screaming Hell | Squad 4 · aquatic · Spiritual Burn | X | Ch.12 |
| 12 | Funayurei Swarm (船幽霊群) | Veteran | Screaming Hell | Squad 3 · partially Incorporeal · name calling | △ | Ch.12 |
| 13 | Umibozu's Hand (海坊主の手) | Elite | Screaming Hell | Wide-area palm · steam explosion | X | Ch.12 |
| 14 | Melted Fisherman (溶けた漁夫) | Elite | Screaming Hell | Spiritual Burn · aquatic liberation possible | △ | Ch.12 |
| 15 | Screaming King (叫喚大王) | Lord | Screaming Hell | 3 forms · dialogue required · form 3 negotiation | O | Ch.12 |
| 16 | Burning Soul (灰火) | Minion | Shonetsu | Squad 4 · question initiative · dialogue possible | O | Ch.13 |
| 17 | Ash Soldier (灰兵) | Veteran | Shonetsu | Squad 3 · faction reenactment · civil war revival | △ | Ch.13 |
| 18 | Half-Ash One (半灰者) | Minion | Shonetsu | No resistance · Exposure +1 on attack | △ | Ch.13 |
| 19 | Karmic-Fire Soldier (業火兵) | Elite | Shonetsu | Exorcism reflection · name weakness | X | Ch.13 |
| 20 | Ash Conductor (灰の演首) | Elite | Shonetsu | Seven-eye multi-attack · reversion acceleration | X | Ch.13 |
| 21 | Hand Lantern (手燈籠) | Mob | Avici | Zone trap · time stasis | O | Ch.14 |
| 22 | Avici Soldier (無間兵) | Elite | Avici | Name loss · non-combat first | O | Ch.14 |
| 23 | White Sleeve (白の袖) | Elite | Avici | Incorporeal · [Incorporeal] attacks | X | Ch.14 |
| 24 | Pilgrim Throng (巡禮者群) | Veteran | Avici | Squad 3–4 · Endless Advance · forced choice | △ | Ch.14 |
| 25 | Nameless (無名) | Lord | Avici | 2 phases · sealing stone regeneration · Name Bestowal | O | Ch.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.
| d100 | Hell | Base Encounter Candidates |
|---|---|---|
| 01–20 | Reviving Hell | 03 Reviving Gaki squad / 04 Blood-Mist Imp / 02 Rusted Kubikiri 1 unit |
| 21–40 | Black Rope Hell | 06 Growing Chains small group / 08 Black Rope Soldier 2–3 / 07 Bound Soul (negotiate) |
| 41–60 | Screaming Hell | 11 Sinking Spirit swarm / 14 Melted Fisherman / 12 Funayurei Swarm portion |
| 61–80 | Shonetsu | 16 Burning Soul / 17 Ash Soldier / 18 Half-Ash One (non-combat) |
| 81–00 | Avici | 21 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
| Grade | Count | Roster |
|---|---|---|
| Mob | 2 | 06 Growing Chains · 21 Hand Lantern |
| Minion | 5 | 03 Reviving Gaki · 07 Bound Soul · 11 Sinking Spirit · 16 Burning Soul · 18 Half-Ash One |
| Veteran | 5 | 04 Blood-Mist Imp · 08 Black Rope Soldier · 12 Funayurei Swarm · 17 Ash Soldier · 24 Pilgrim Throng |
| Elite | 9 | 02 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 |
| Lord | 4 | 01 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
| Chapter | Mob | Minion | Veteran | Elite | Lord |
|---|---|---|---|---|---|
| Ch. 1 Reviving Hell | 0 | 1 | 1 | 2 | 1 |
| Ch. 2 Black Rope Hell | 1 | 1 | 1 | 1 | 1 |
| Ch. 3 Screaming Hell | 0 | 1 | 1 | 2 | 1 |
| Ch. 4 Shonetsu | 0 | 2 | 1 | 2 | (1 Boss) |
| Ch. 5 Avici | 1 | 0 | 1 | 2 | 1 |
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.
#Recommended Encounters by Campaign Progress
| PC Rank | Recommended Grade | Grades to Avoid |
|---|---|---|
| Rank 1–2 | Mob · Minion | Elite · Lord |
| Rank 3–4 | Minion · Veteran | Lord |
| Rank 5–6 | Veteran · Elite | — |
| Rank 7–8 | Elite · Veteran (multiple) | — |
| Rank 9–10 | Lord · 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.
| # | Name | Chapter | Identity | Negotiation Target Number | Reward (Success) | Cost (Failure) |
|---|---|---|---|---|---|---|
| 05 | Imperishable General (不朽將) | Reviving Hell | Spirit of a past warrior · remnant of a ruin | History dialogue Target Number 17 (etiquette 12 · name 13) | Previous drifter clue · scroll fragment · Ch. 2 bridge information | Hostile Elite combat (Wounds 5 · Defense 15) |
| 07 | Bound Soul (縛魂) | Black Rope Hell | Self-bound spirits (Minion squad) | General 13 · information 15 · freedom proposal (unbinding) 16 | Kokujo-ryu rank 1 medium · memory collection | Risk of Heart Shift toward Void/Demon |
| 08 | Black Rope Soldier (黑繩兵) | Black Rope Hell | Chain-bound sentry squad | Retreat Target Number 13 · information Target Number 15 | Clear a path · 1 short answer | Push binding accumulation (maze exit) |
| 09 | Black Rope Handler (黑繩使) | Black Rope Hell | Matron's direct chain beast | Target Number 15 (requires Matron's tacit approval) | Temporary ceasefire | Hostile reinforcement (deployed in Act 4) |
| 10 | Black Rope Matron (黑繩大母) | Black Rope Hell | The chain mother's separated obsession (Lord) | No-confrontation Target Number 15 / sacrifice proposal Target Number 17 | High-purity core · sealing record clue 1 · sealing consent | Frenzy phase · lullaby for all PCs on the battlefield |
| 12 | Funayurei Swarm (船幽霊群) | Screaming Hell | Sailor squad that remember their own names | No-confrontation Target Number 13 (leader's real name clue required) | Leader unable to act for 1 round · encounter exit | Squad attack continues |
| 14 | Melted Fisherman (溶けた漁夫) | Screaming Hell | Last fisherman of the old domain fishing village (Elite) | Interrogation Wisdom check 13 · memorial text voluntary dissolution | Merit Heart +2 · name return route | Spiritual Burn accumulation |
| 15 | Screaming King (叫喚大王) | Screaming Hell | Furuichi Tarobee (Lord, 3 forms) | Form 3 no-confrontation Target Number 15 | 5-stage dialogue progression · Kyoukan-ryu teaching qualification | Form 3 combat · reading the final words only |
| 16 | Burning Soul (灰火) | Shonetsu | Remnants of Kitamiyama residents (Minion squad) | Dialogue Target Number 13 (honest answers to first-encounter questions) | Squad dissolution · Shonetsu progress | Hostile combat |
| 17 | Ash Soldier (灰兵) | Shonetsu | Civil-war reenactment soldiers (Veteran) | Commander-type dialogue Target Number 15 | Squad ceasefire | Civil war revival continues |
| 18 | Half-Ash One (半灰者) | Shonetsu | Settlement faction fixed spirit (Minion special) | Emotion reception Wisdom 15 · liberation Presence 18 | Settlement ending knowledge · voluntary dissolution | Exposure +1–3 on attack |
| "Boss" | Great Dharma King of Shonetsu (焦熱の大法王) | Shonetsu | Kitami Masanobu (Lord, 3-stage boss) | Stage 3 "liberation declaration" narrative decision | High-purity core · crown ash · city liberation · Barrier +60 | Exposure +2 on kill |
| 21 | Hand Lantern (手燈籠) | Avici | Lantern merged with a child's spirit (Mob trap) | Hand-holding + "go home" Presence Target Number 10 | Compassion +1 permanent · guide bonus | Child's spirit unreleased on attack (Compassion -1) |
| 22 | Avici Soldier (無間兵) | Avici | Warriors who have lost their names (Elite) | Name intuition Wisdom Target Number 15 + calling the true name | Name recovery item · 1-round stagger | Avici Strike (applies Avici state) |
| 24 | Pilgrim Throng (巡禮者群) | Avici | Lost pilgrim squad (Veteran) | Passage negotiation Presence Target Number 13 · individual dialogue (per squad member) | Prayer bead 1–3 · hymn chorus resistance | Temptation to synchronize continues |
| 25 | Nameless (無名) | Avici | Sealing stone avatar (Lord, 2 phases) | Pact negotiation Presence Target Number 18 | Voluntary boundary guardian conversion · seal restoration | Forced 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·Demonprovocation) ↔ 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
- 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.
- 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.
- 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.).
- 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.
| # | Name | Grade | Summary Stats | Special |
|---|---|---|---|---|
| 01 | Reviving Tyrant | Lord | Wounds 8 / Defense 18 / Energy 15 | Cannot be destroyed · cumulative strike 15 triggers withdrawal |
| 02 | Rusted Kubikiri | Elite | Wounds 4 / Defense 15 / Energy 10 | 2-revival cap · Licensed beheading |
| 03 | Reviving Gaki | Minion (squad 4–6) | Individual Wounds 1 / Defense 11 / Domination squad +2 | Revives on iron-colored ground · blocked by dismemberment |
| 04 | Blood-Mist Imp | Veteran (squad 3–4) | Wounds 2 / Defense 13 (corporeal) · 18 (mist) | Mist transformation (Incorporeal) · wound recovery |
| 05 | Imperishable General | Elite | Wounds 5 / Defense 15 / Energy 11 | Negotiation 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.
| # | Name | Grade | Summary Stats | Special |
|---|---|---|---|---|
| 06 | Growing Chains | Mob | Wounds 0 · no techniques · Domination individual +0.5 / colony +1 | Terrain gimmick · root purification Target Number 13 |
| 07 | Bound Soul | Minion (squad 3–4) | Individual Wounds 1 / Defense 12 / Domination squad +2 | Dialogue Target Number 13 · liberation Target Number 15 |
| 08 | Black Rope Soldier | Veteran (squad 3–4) | Wounds 2 / Defense 13 / Domination squad +3 | Push binding · squad charge |
| 09 | Black Rope Handler | Elite | Wounds 3 / Defense 14 / Energy 10 | Licensed darkness expulsion · binding |
| 10 | Black Rope Matron | Lord | Wounds 7 / Defense 17 / Energy 13 | Act 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.
| # | Name | Grade | Summary Stats | Special |
|---|---|---|---|---|
| 11 | Sinking Spirit | Minion (squad 4) | Individual Wounds 1 / Defense 12 / Domination squad +2 | Pulled above the surface → dissolves in 2 rounds · Spiritual Burn |
| 12 | Funayurei Swarm | Veteran (squad 3) | Individual Wounds 2 / Defense 13 / Domination squad +3 | Partially Incorporeal · name calling check -2 |
| 13 | Umibozu's Hand | Elite | Wounds 4 / Defense 15 / Energy 10 | Steam explosion · Act 2 reduced version → Act 4 full stats |
| 14 | Melted Fisherman | Elite | Wounds 4 / Defense 14 / Energy 9 | Spiritual Burn · liberation Wisdom check 13 |
| 15 | Screaming King | Lord | Form 1 Wounds 6 · Defense 17 · Energy 14 / Form 2 Wounds 6 · Defense 16 · Energy 13 / Form 3 Wounds 5 · Defense 15 · Energy 12 | 3-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.
| # | Name | Grade | Summary Stats | Special |
|---|---|---|---|---|
| 16 | Burning Soul | Minion (squad 4) | Individual Wounds 1 / Defense 11 / Domination squad +2 | Question dialogue Target Number 13 → squad dispersal |
| 17 | Ash Soldier | Veteran (squad 3) | Wounds 3 / Defense 13 / Domination squad +3 | Civil war reenactment · reappears after 1d10 rounds |
| 18 | Half-Ash One | Minion (special) | Wounds 1 / Defense 0 (no resistance) / Domination individual +0.5 | Exposure +1 on attack, liberation Presence Target Number 18 |
| 19 | Karmic-Fire Soldier | Elite | Wounds 4 / Defense 15 / Energy 10 | Exorcism reflection · name weakness Wisdom Target Number 15 |
| 20 | Ash Conductor | Elite (superior) | Wounds 5 / Defense 14 / Energy 12 | Seven-eye multi-attack · reversion acceleration aura |
| (Boss) | Great Dharma King of Shonetsu | Lord | Stage 1 Wounds 6 · Defense 16 · Energy 13 / Stage 2 Wounds 7 · Defense 17 · Energy 14 / Stage 3 Wounds 5 · Defense 15 · Energy 12 | 3-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.
| # | Name | Grade | Summary Stats | Special |
|---|---|---|---|---|
| 21 | Hand Lantern | Mob | Wounds 0 · no techniques · Domination +0.5 | Zone trap (Time Stasis Field · Auditory Hallucination · forced choice) |
| 22 | Avici Soldier | Elite | Wounds 4 / Defense 15 / Energy 10 | Name intuition Wisdom Target Number 15 release |
| 23 | White Sleeve | Elite (Incorporeal) | Wounds 3 / Defense 14 / Energy 9 | [Incorporeal] attacks · Incorporeal Evasion |
| 24 | Pilgrim Throng | Veteran (squad 3–4) | Individual Wounds 2 / Defense 13 / Domination squad +3 | Endless Advance · forced choice |
| 25 | Nameless | Lord (2 phases) | P1 Wounds 7 · Defense 18 · Energy 14 / P2 Wounds 6 · Defense 19 · Energy 15 | Awakening 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
#Recommended Composition Patterns (Dan 1–9)
| Scene Scale | PC Dan | Recommended Composition |
|---|---|---|
| Small-Scale Exploration | Dan 1 | 03 Reviving Gaki × 3 · 06 Growing Chains × 2 |
| Mid-Scale Combat | Dan 2 | 02 Rusted Kubikiri × 1 + 03 Reviving Gaki × 4 |
| Boss Battle Introduction | Dan 3 | 07 Bound Soul (negotiation) → 08 Black Rope Soldier × 3 |
| Chapter Climax | Dan 4 | 10 Black Rope Matron (Lord-grade boss) + 09 Black Rope Handler 2–3 units |
| High-Difficulty Combat | Dan 5 | 13 Umibozu's Hand + 11 Sinking Spirit × 6 |
| Narrative Turning Point | Dan 6 | 15 Screaming King (Form 1) negotiation scene |
| Complex Situation | Dan 7 | 17 Ash Soldier both factions simultaneously + 18 Half-Ash One nearby |
| Avici Entry | Dan 8 | 22 Avici Soldier × 1 + 24 Pilgrim Throng |
| Final Battle | Dan 9–10 | 25 Nameless + (allied NPC 3–5) + relics 3–5 |
#Composition Prohibitions
- No 2 Lord-grade units simultaneously (except for highly special endings).
- Caution with negotiable + non-negotiable mix — if a different yoma attacks while PCs are attempting negotiation, a check contradiction arises.
- No Avici encounters when fatigue is low — risk of Exposure runaway.
- 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:
- Avoid gimmick overlap with existing 25 types.
- Observe Wounds values appropriate to the grade (Core 08-02 reference).
- 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 Spirit | 11 | Screaming Hell |
| Screaming King | 15 | Screaming Hell |
| Rusted Kubikiri | 02 | Reviving Hell |
| Melted Fisherman | 14 | Screaming Hell |
| Avici Soldier | 22 | Avici |
| Nameless | 25 | Avici |
| Half-Ash One | 18 | Shonetsu |
| Reviving Gaki | 03 | Reviving Hell |
| Reviving Tyrant | 01 | Reviving Hell |
| Burning Soul | 16 | Shonetsu |
| Imperishable General | 05 | Reviving Hell |
| Pilgrim Throng | 24 | Avici |
| Hand Lantern | 21 | Avici |
| Umibozu's Hand | 13 | Screaming Hell |
| Karmic-Fire Soldier | 19 | Shonetsu |
| Growing Chains | 06 | Black Rope |
| Ash Soldier | 17 | Shonetsu |
| Ash Conductor | 20 | Shonetsu |
| Bound Soul | 07 | Black Rope |
| Blood-Mist Imp | 04 | Reviving Hell |
| Funayurei Swarm | 12 | Screaming Hell |
| Black Rope Soldier | 08 | Black Rope |
| Black Rope Handler | 09 | Black Rope |
| Black Rope Matron | 10 | Black Rope |
| White Sleeve | 23 | Avici |
#Yoma Index — Kanji Stroke-Count Order
| Kanji | Name | # |
|---|---|---|
| 白の袖 | White Sleeve | 23 |
| 生鎖 | Growing Chains | 06 |
| 灰火 | Burning Soul | 16 |
| 灰兵 | Ash Soldier | 17 |
| 沈み霊 | Sinking Spirit | 11 |
| 手燈籠 | Hand Lantern | 21 |
| 半灰者 | Half-Ash One | 18 |
| 黑繩兵 | Black Rope Soldier | 08 |
| 黑繩使 | Black Rope Handler | 09 |
| 黑繩大母 | Black Rope Matron | 10 |
| 業火兵 | Karmic-Fire Soldier | 19 |
| 巡禮者群 | Pilgrim Throng | 24 |
| 無名 | Nameless | 25 |
| 無間兵 | Avici Soldier | 22 |
| 不朽將 | Imperishable General | 05 |
| 縛魂 | Bound Soul | 07 |
| 錆首切 | Rusted Kubikiri | 02 |
| 蘇生暴君 | Reviving Tyrant | 01 |
| 蘇生餓鬼 | Reviving Gaki | 03 |
| 血霧小鬼 | Blood-Mist Imp | 04 |
| 船幽霊群 | Funayurei Swarm | 12 |
| 海坊主の手 | Umibozu's Hand | 13 |
| 叫喚大王 | Screaming King | 15 |
| 溶けた漁夫 | Melted Fisherman | 14 |
| 灰の演首 | Ash Conductor | 20 |
#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).
| # | Name | Main Arc Total Appearances | Notes |
|---|---|---|---|
| 01 | Reviving Tyrant | 1 (Ch.10 Act 4) | Single final battle |
| 02 | Rusted Kubikiri | 5–7 | Ongoing in Acts 2, 3, and 4 |
| 03 | Reviving Gaki | 10+ | Mob role |
| 04 | Blood-Mist Imp | 4–6 | Mainly Acts 3 and 4 |
| 05 | Imperishable General | 1 (negotiation scene) | One-time important event |
| 06 | Growing Chains | 8+ | Distributed throughout Chapter 2 |
| 07 | Bound Soul | 2–4 | Per dialogue scene |
| 08 | Black Rope Soldier | 5–6 | Core of Act 2 |
| 09 | Black Rope Handler | 2–3 | Acts 3–4 (mid-unit accompanying Matron) |
| 10 | Black Rope Matron | 1 | Act 4 boss (threefold choice) |
| 11 | Sinking Spirit | 6–8 | Wave management |
| 12 | Funayurei Swarm | 2 | Concentrated in naval combat |
| 13 | Umibozu's Hand | 2 | Acts 2 and 4 |
| 14 | Melted Fisherman | 3 | Act 3 |
| 15 | Screaming King | 1 (3 forms) | Act 4 finale |
| 16 | Burning Soul | Many | Acts 1–2, disappears when liberated through dialogue |
| 17 | Ash Soldier | 6+ | Acts 2–3 |
| 18 | Half-Ash One | Non-combat | Moral scenario |
| 19 | Karmic-Fire Soldier | 4–5 | Act 4 |
| 20 | Ash Conductor | 2 | Act 4 |
| 21 | Hand Lantern | 1–3 | Act 1 warning |
| 22 | Avici Soldier | 1–2 | Act 2 |
| 23 | White Sleeve | 1–2 | Act 2 |
| 24 | Pilgrim Throng | 1–2 | Act 2 |
| 25 | Nameless | 1 (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
- The chapter bestiary is the source of truth. If stat values differ between this document and the chapter bestiary, the chapter bestiary takes precedence.
- 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.
- 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 Tactics | Actions to Avoid |
|---|---|---|
| 01 Reviving Tyrant | Achieve 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 Kubikiri | Move 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 Gaki | Onmyojutsu 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 Imp | Onmyojutsu 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 General | Resolve 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 Tactics | Actions to Avoid |
|---|---|---|
| 06 Growing Chains | Treat 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 Soul | Detainment 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 Soldier | Faction declaration first. Strike commander first. Ceasefire negotiation Target Number 15. | Advancing blindly — push-back accumulation leads to maze exit. |
| 09 Black Rope Handler | Ask questions without breaking its meditation. Gift: prayer beads or talisman. | Disruptive actions. Departure confirmed. |
| 10 Black Rope Matron | Sever 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 Tactics | Actions to Avoid |
|---|---|---|
| 11 Sinking Spirit | Pull above the water surface — Physique check. Automatic dissolution within 2 rounds. 1 talisman = 3 units instantly destroyed. | Extended stay underwater. Pull accumulation. |
| 12 Funayurei Swarm | Strike 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 Hand | Precise sniping of finger joints (ranged -1 accepted). Major sealing talisman (consumes 2 cores). | Positioning within the area-of-effect downstrike radius. |
| 14 Melted Fisherman | Burn 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 King | Initiate 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 Tactics | Actions to Avoid |
|---|---|---|
| 16 Burning Soul | Answer its question honestly. In combat, shout your own "sentence of truth" for permanent destruction. | Lying. Infinite revival after turning hostile. |
| 17 Ash Soldier | Faction declaration. Strike commander first → block summoning. Ceasefire Target Number 15. | Attacking without faction declaration. 50% damage reflection. |
| 18 Half-Ash One | Do not attack. Liberation spell Target Number 18 or bypass. | Normal attacks. Exposure forced +1–3. |
| 19 Karmic-Fire Soldier | Physical only. No talismans or Sorcery. | Using Exorcism or talismans. Damage reflected. |
| 20 Ash Conductor | Maintain distance. Archery and teppo are advantageous. No close entry. | Melee combat. Reversion accumulation is hard to endure. |
#Avici — 5 Types Summary
| # | Recommended Tactics | Actions to Avoid |
|---|---|---|
| 21 Hand Lantern | Speak to it to liberate — gain Merit Heart. Attacking triggers Time Distortion 2 times. | Repeated attacks. Exposure +1. |
| 22 Avici Soldier | Call 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 Sleeve | Light-based attacks (Shonetsu relics). Resist sensory damage with a Mental Save. | Close-range physical. Incorporeal Evasion dominates. |
| 24 Pilgrim Throng | Separate 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 Nameless | Position 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.
| Grade | Attack Frequency | Special Use Frequency |
|---|---|---|
| Mob | 1/round (reactive) | 0 |
| Minion | 1/round | 1 time every 3 rounds |
| Veteran | 1–2/round | 1 time every 2 rounds |
| Elite | 2/round | 1 time per round |
| Lord | 2–3/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.
| Grade | Core Grade | Harvest Target Number |
|---|---|---|
| Mob | Not harvestable | — |
| Minion / Veteran | Unstable Core | Target Number 11 / 13 |
| Elite | Stable Core | Target Number 15 |
| Lord | High-Purity Core | Target Number 17 |
#Special Drops — Elite and Lord Exclusive
| # | Name | Exclusive Drop | Use |
|---|---|---|---|
| 01 | Reviving Tyrant | Tyrant's Fragment (not defeatable; retreat only) | Reviving Hell school secret arts prerequisite |
| 05 | Imperishable General | Broken Spear (gifted on successful negotiation) | 99-02 Relic 11 |
| 10 | Black Rope Matron | Root of Chains · Tear Bead · Matron's Name | 99-02 Relic 6 material |
| 15 | Screaming King | Tarobee's Lantern | 99-02 Relic 13 |
| 22 | Avici Soldier | Lost Name Fragment | Nameless Battle +1 |
| 23 | White Sleeve | White Cloth Scrap | 99-02 Relic 10 material |
| 25 | Nameless | Seal 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
| # | Name | Core Grade | Additional Materials | Relic Potential |
|---|---|---|---|---|
| 01 | Reviving Tyrant | — (fragment on retreat) | Iron Club Fragment · Iron Leather | School transmission prerequisite |
| 02 | Rusted Kubikiri | Veteran | Kubikiri Blade | Named-item repair -20% |
| 03 | Reviving Gaki | Minion | Almost none | — |
| 04 | Blood-Mist Imp | Minion–Veteran | Blood Coagulate | Talisman material |
| 05 | Imperishable General | Elite (self-offered on negotiation) | Banner Fragment · Broken Spear | Named Spear |
| 06 | Growing Chains | — | Young Iron Ring · Black Sap | Black Rope school prerequisite |
| 07 | Bound Soul | Veteran | Chain Fragment · Memory | Black Rope school Rank 1 Core |
| 08 | Black Rope Soldier | Minion | Chain Armor Fragment | — |
| 09 | Black Rope Handler | Elite | Red Eye · Chain Tail · Black Smoke Coagulate | Black Rope school Rank 2–3 catalyst |
| 10 | Black Rope Matron | Lord | Tear Bead · Root of Chains · Name | 99-02 Relic 6 |
| 11 | Sinking Spirit | — | Webbed Hand Fragment | Talisman material |
| 12 | Funayurei Swarm | Veteran (leader only) | Rusted Pole | — |
| 13 | Umibozu's Hand | Veteran (special) | Giant Claw Fragment | Shield crafting material |
| 14 | Melted Fisherman | Minion | Rusted Net · Seaweed | 99-02 Relic 7 material |
| 15 | Screaming King | Lord (on negotiation) | Tarobee's Lantern · Words of Hundreds of Mouths | 99-02 Relic 13 |
| 16 | Burning Soul | Minion (natural dissolution on liberation) | A Handful of Ash | 99-02 Relic 5 material |
| 17 | Ash Soldier | Minion–Veteran | Ashen Armor Fragment | — |
| 18 | Half-Ash One | — (natural dissolution on liberation) | Feeling of Remorse (non-material) | Settler ending knowledge |
| 19 | Karmic-Fire Soldier | Minion–Veteran | Karmic-Fire Fragment | 99-02 Relic 9 material |
| 20 | Ash Conductor | Veteran | Ash of 7 Faces | Shonetsu seal material |
| 21 | Hand Lantern | — | Lantern Fragment | Talisman material |
| 22 | Avici Soldier | Elite (naturally provided) | Lost Name Fragment | Nameless Battle +1 |
| 23 | White Sleeve | Elite | White Cloth Scrap | 99-02 Relic 10 material |
| 24 | Pilgrim Throng | Veteran (leader) | Staff Fragment | — |
| 25 | Nameless | Lord | Seal 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)
| Roll | Hell |
|---|---|
| 1–2 | Reviving Hell |
| 3–4 | Black Rope |
| 5–6 | Screaming Hell |
| 7–8 | Shonetsu |
| 9–10 | Avici |
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)
| Roll | Scale |
|---|---|
| 1–3 | 1 unit (solo) |
| 4–6 | 2–3 units (small) |
| 7–9 | 4–6 units (medium) |
| 10 | Boss-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 Yokai | Hell | Environmental Modification |
|---|---|---|
| Minor Spirit | Reviving Hell | Wounds +1 (partial reviving gimmick absorption) |
| Gaki | Reviving Hell | Gains 1 revival |
| Greater Oni | Black Rope | Starts partially chained, Defense -1 |
| Oni | Shonetsu | Converts to karmic-fire armor → exorcism reflection |
| Great Oni | Avici | Name-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.
| Symbol | Meaning |
|---|---|
| Mob · Minion · Veteran · Elite · Lord | Core-book Unit Grades |
| Reviving Hell · Black Rope · Screaming Hell · Shonetsu · Avici | 5 Great Hells |
| O · △ · X | Negotiation possibility |
| Target Number | check threshold |
| Wounds · Defense | Core-book survival and defense units |
| 2d10+N | Core-book Dice System |
| 1 Round / one breath | Core-book Round Structure |
| P1 / P2 | Boss Phase 1 / Phase 2 |
| Mob / Guard | Minions and Veterans accompanying Elite or Lord bosses |
| Negotiation Target Number | Core-book Non-Combat Checks |
| Energy | Core-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 Tyrant | Three generals tall. Rusted blood from the wound on the chest. |
| 02 Rusted Kubikiri | The blade flashes once — and then twice. |
| 03 Reviving Gaki | The belly has swelled. It will swell again. |
| 04 Blood-Mist Imp | The mist knows your flesh. |
| 05 Imperishable General | Holds a worn banner. Your eyes meet. |
| 06 Growing Chains | Beneath your feet — something moves. |
| 07 Bound Soul | The bound one does not ask to be freed. |
| 08 Black Rope Soldier | A faceless soldier raises a hand. |
| 09 Black Rope Handler | A chain beast without flesh. Red iron eyes. |
| 10 Black Rope Matron | At the pit's bottom, the same face. Mother of thousands of chains. |
| 11 Sinking Spirit | A hand reaches up from the water. |
| 12 Funayurei Swarm | Shadows walking on the waves call out your name. |
| 13 Umibozu's Hand | Above the surface — a hand the size of a house. |
| 14 Melted Fisherman | When the mouth opens, boiling water pours out. |
| 15 Screaming King | A single old fisherman. Yet — hundreds of mouths on the face. |
| 16 Burning Soul | "Why are you here?" |
| 17 Ash Soldier | Armor from 200 years ago. A sword from 200 years ago. |
| 18 Half-Ash One | Half human. Half ash. It does not move. |
| 19 Karmic-Fire Soldier | The entire armor is fire. Do not — draw your talisman. |
| 20 Ash Conductor | Seven faces look in four directions. Keep your distance. |
| 21 Hand Lantern | A single paper lantern in the void. From inside — a hand. |
| 22 Avici Soldier | The face is blurred. The name is — also blurred. |
| 23 White Sleeve | No body. Only cloth. |
| 24 Pilgrim Throng | Identical silhouettes walking in identical strides. |
| 25 Nameless | A 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.