#Yoma Squad Composition Guide
Contents
Presents natural compositions for when this expansion 55's yoma appear in a scenario. It organizes which Elite/Lord-grade leads which Mob/Minion/Veteran-grade as a subordinate squad, which Minion/Veteran-grade appears swarming solo rather than in a squad, and which yoma always appear only solo.
Core-compatible: all squad handling in this guide is consistent with the core 06-06 squad rules and 08-02 §Elite/Lord + Minion/Veteran squads. Squad-order Energy is borne by the commander (Elite/Lord), and when the commander dies, the subordinate squad applies the 06-06 §leaderless-squad table.
This-expansion-compatible: uses the grade/culture/narrative character of this catalog's 55-02 – 55-12 (58 conversions) as-is. The core standard stat block is unchanged.
#§ Scent — the Grain of the Swarm
The grain by which yoma form swarms flows from their nature. Kobolds live in droves inside burrows, and trolls lead them within their own domain. Zombies line up five at a time at a single command from a lich, and imps gather ten at a time when a Balrog whistles once. By contrast, a Chimera is alone within a 1km domain, and the Dragon Kings of the Four Seas are but 4 in the four seas (四海). A Shoggoth, having no form at all, cannot recognize companions, and the shi-hai (尸骸), by the instinct of pursuit, wanders solo.
When the GM composes a scene where yoma appear, they throw two questions at once. First, who leads whom? Second, does one who has no one to lead come in a swarm, or alone? This guide is the recommended answer to those two questions, and the GM may change it freely within bounds that do not harm the grain of the scenario.
#§ Law — Composition Patterns
#1. Elite/Lord-Grade + Subordinate Squad Pattern
The catalog's main Elite/Lord-grade yoma and the Mob/Minion/Veteran-grade squad compositions they naturally lead. The scenario examples can be used as hooks for introducing a module.
| Commander (Grade) | Natural squad | Scenario example |
|---|---|---|
| Troll (Veteran) | Goburin Mob squad (5) + Kobold Mob squad (3–5) | mountain bandit gang/valley raiders |
| Ogre (Elite) | Kobold Mob squad (5) or Goburin Mob squad (5) | cave plunder/man-eating burrow |
| Hobgoblin (Minion, also squad leader) | Goburin Mob squad (5) + Bugbear Minion squad (3) | outer-reach army outpost |
| Lich (Elite) | Zombie Mob squad (5 × 2) + Wight Minion squad (3–4) + Specter Minion (solo) | graveyard of death/ancient tomb |
| Vampire (Elite) | Wight Minion squad (3, night only) + wolf-type beast (narrative) | nighttime infiltration of a ruined castle |
| Red Dragon (Lord) | Wyvern Veteran (2–3) + Kobold Mob squad (5) | volcano nest/golden cave |
| Blue Dragon (Western) (Elite) | Wyvern Veteran (2–3) | desert old tower |
| Green Dragon (Elite) | Shanhaijing Beast Minion squad (3–5) + Kobold Mob squad (optional) | poison forest/Central Plain frontier |
| Gold Dragon (Lord, friendly) | solo or Pegasus Minion (1–2, friendly companion) | holy summit/salvation manifestation |
| Dryad (Minion, own tree) | Pixie Mob squad (5) + Satyr Minion (1–2, friendly) | protection of a holy forest |
| Devil (Veteran, political) | Demon Minion squad (4–5) + Imp Mob squad (optional, using the core imp) | soul-bargain contract hall |
| Balrog (Elite) | Demon Minion squad (4–5 × 2) + Imp Mob squad (optional, core imp) | hell gate/abyss fall |
| Seraph (Elite, friendly) | solo or same-grade angels 1–2 (emergency manifestation) | end-times omen/demon repulsion |
| Archangel (Lord, friendly) | solo or an escort of Seraph Elite-grade 1–2 | campaign climax |
| Watcher (Veteran) | solo or a Watcher squad (2) | inspection of justice/infiltration surveillance |
| Yaksha King (Elite) | Shanhaijing Beast Minion squad (3–5, night only) | night forest/graveyard |
| Guan Yu Deity (Lord, friendly) | a solo manifestation or a Loyalty human NPC squad (Minion 5) | a test of proving Loyalty |
| Guanyin (Elite, friendly) | a solo manifestation (compassionate salvation) | salvation of an imperiled PC |
| Wind Master and Rain Master (Elite) | a solo manifestation or a weather squad (narrative livestock) | cause of drought/flood |
| Dragon Kings of the Four Seas (Lord) | Shui-Gui Minion squad (3–4) + Shanhaijing aquatic creatures (optional) | undersea temple/tsunami |
| Many-Eyes (Elite) | solo (an intelligent solo hunter) | outer-reach deep cave |
| Brain-Eater (Veteran) | a solo chieftain or a squad of 3–4 (rare) | outer-reach deep cave |
| Shoggoth (Elite) | solo (no dominion subordination, a formless terror) | deep sea/ancient ruins |
| Dagon (Lord) | a cultist human NPC squad (Minion 5) + Shui-Gui Minion squad (optional) | undersea temple/cult rite |
#2. Minion/Veteran-Grade Solo / Squad Pattern
Whether it appears as a squad or swarms solo — this organizes that grain. The notation "squad (5)" applies the core squad rules (acts only on the commander's order); the notation "swarm" is a wild-animal-style swarm unit outside the squad rules (each holds its own wandering Energy) or the simultaneous appearance of leaderless squads.
| Yoma | Grade | Appearance pattern | Notes |
|---|---|---|---|
| Goburin | Mob | squad (5) — always a squad | subordinate to Troll/Ogre/Hobgoblin. Solo is awkward. |
| Kobold | Mob | squad (5) + traps — by the burrow | subordinate to Troll/Ogre/Red Dragon. Traps pre-set. |
| Gnome | Mob | squad (3–5) — illusion support | solo also possible (mischief). |
| Imp (use the core) | Mob | many (5–10) — subordinate to Balrog/Devil | see the core 08-02 imp table. |
| Pixie | Mob | swarm (10+) or squad (4–5) | Dryad escort or own domain. |
| Leprechaun | Mob | solo (friendly/capricious) | almost never a swarm. |
| Slime (OSR) | Mob | squad decoration (3–5) — joins another Minion | joins a squad via mucus absorption. |
| Orc | Minion | squad (4–5) — always a squad | depends on the bond of savage rage. |
| Hobgoblin | Minion | squad (4–5) — well-disciplined | can double as squad leader (a Minion-grade squad leader). |
| Bugbear | Minion | squad (3) — night infiltration | a scouting squad of the Hobgoblin army. |
| Zombie | Mob | squad (5) or infinite spawning | subordinate to a lich or a leaderless swarm-gui. |
| Wight | Minion | squad (3–4) — graveyard swarm | subordinate to Lich/Vampire or solo. |
| Banshee | Minion [Non-corporeal] | solo — no squad formed (non-corporeal modifier) | 1 per domain. Multiple at once is awkward. |
| Specter | Minion [Non-corporeal] | solo — no squad formed (non-corporeal modifier) | 1 in a ruin/tomb. |
| Unicorn | Minion (friendly) | solo or a pair | 1 in a holy domain. Almost never a swarm. |
| Pegasus | Minion (friendly) | solo or a small swarm (2–3) | a holy flying horse. Can accompany a Gold Dragon. |
| Elf | Minion (diplomacy) | squad (3–4) — scouting or a diplomatic mission | a squad outside cluster dwelling. |
| Dryad | Minion (friendly) | solo (limited to its own tree) | can escort a Pixie squad. |
| Satyr | Minion | squad (3) — swarm | can accompany a Dryad amicably. |
| Demon | Minion | squad (4–5) — subordinate to Balrog/Devil | solo is awkward (the hierarchy is clear). |
| Yuan-Gui | Minion [Non-corporeal] | squad (4–5) — a grudge-tracking swarm-gui | automatically tracks its own enemy, frenzied. |
| Shi-Hai | Minion [Non-corporeal] | squad (4–5) or a solo pursuer | spiritual revival — 1 session 1 time. |
| Shui-Gui | Minion | squad (3–4) — dwells in rivers/ponds | squad +3 modifier underwater. |
| Green-Robe Gui | Minion [Non-corporeal] | solo or squad (2–3) | suicide temptation — female targets. |
| Jiangshi | Minion | squad (4–5) — a hopping drove | the squad stops when a talisman is attached. |
| Shanhaijing Beast (Minion) | Minion | squad (3–5) | GM picks to fit the campaign. |
| Night-gaunt | Minion [Non-corporeal] | squad (4–5) — a flying swarm | frenzied by stacking dream erosion. |
| Rust-Beast | Minion | squad (4–5) — corridor vibration | weapon/armor corrosion is wide-area. |
| Jelly Cube | Minion | solo — 1 filling the corridor recommended | no squad formed (giant modifier). |
| Griffin | Veteran | solo or a small swarm (3–4) | by the large nest. |
| Basilisk | Veteran | solo or a burrow squad (3–4) | 1 per domain or a small swarm. |
| Devil | Veteran | squad (3) — political hierarchy | can lead subordinate Demon Minions. |
| Brain-Eater | Veteran | a solo chieftain recommended | intelligent — solo rather than a squad. |
| Wyvern | Veteran | solo or a small swarm (2–3) | can escort a Red Dragon/Blue Dragon. |
| Chinese One-Horned Tiger | Veteran | solo — a mountain giant | 1 per domain. |
| Shanhaijing Beast (Veteran) | Veteran | a solo hunter | a swarm is not recommended. |
| Watcher | Veteran | solo or a squad (2) | a justice-inspection pair is possible. |
#3. Yoma That Prioritize Solo Appearance
Yoma that form no squad and appear only solo. Cases where a swarm with kin is itself awkward due to domain/holiness/absence of form.
- Chimera (Elite): a solo hunter. 1 with a 1km domain from Greek myth. A swarm is absolutely awkward.
- Hydra (Elite): solo. 1 in a marsh. Heads grow, producing a multitude effect within itself.
- Basilisk (Veteran): usually solo, 1 in a burrow. Very rarely a pair.
- Unicorn (Minion, friendly): solo or a pair. 1 in a holy domain.
- Dryad (Minion, friendly): solo. Limited to its own tree. Can only escort a Pixie squad.
- Leprechaun (Mob, friendly/capricious): solo. Almost never a swarm due to mischief.
- Seraph (Elite, friendly): a solo manifestation. A legion of 1–2 same-grade angels is an end-times-omen event.
- Archangel (Lord, friendly): a solo manifestation. 1 time at the campaign climax.
- Guan Yu Deity (Lord, friendly): a solo manifestation. To 1 PC who has proven Loyalty.
- Guanyin (Elite, friendly): a solo manifestation. Salvation of an imperiled PC.
- Wind Master and Rain Master (Elite): a solo manifestation. A weather domain (Outside Zone only).
- Dragon Kings of the Four Seas (Lord): solo. Only 4 in the four seas (四海). A simultaneous appearance is an end-times-class event.
- Gold Dragon (Lord, friendly): solo. Besides accompanying a Pegasus, a swarm is not recommended.
- Eight Immortals representative (Elite, friendly): a solo manifestation. A simultaneous appearance of 1–2 immortals is a campaign milestone.
- Shi-Hai (Minion, revivified): a solo pursuer is also possible (a squad alternative).
- Green-Robe Gui (Minion, non-corporeal): a solo infiltrator is also common (rather than a squad of 2–3).
- Chinese One-Horned Tiger (Veteran): solo. 1 mountain giant.
- Many-Eyes (Elite): solo. 1 intelligent hunter.
- Brain-Eater (Veteran): a solo chieftain recommended. A squad is very rare.
- Shoggoth (Elite): solo. 1 formless terror.
- Jelly Cube (Minion): solo. 1 filling the corridor recommended.
- Shining Trapezohedron (divine artifact): a tool. 1 piece. Limited to 1 time per campaign.
#4. Same-Grade Swarm Pattern (a swarm of strong ones without a commander)
Special patterns such as a same-grade Elite-grade swarm or a same-grade Lord-grade swarm. All are campaign-milestone-class events, and the GM introduces them carefully.
- Dragon Council (4–5 Lord-grade dragons at once): a very rare event. The simultaneous manifestation of Red Dragon, Blue Dragon, Green Dragon, Gold Dragon, and Dragon Kings of the Four Seas — an omen of the end or a shift of Heavenly Mandate.
- Angel Legion (many Lord-to-Elite-grade angels): an end-times omen. Archangel + many Seraph + a Watcher squad — the conclusion of a Catholic end-times narrative.
- Hell Invasion (Balrog + many Demon squads + an Imp swarm): a domain-destruction crisis. Balrog 1–3 + Demon Minion squads 5+ + many Imp Mob squads.
- Graveyard Uprising (Lich + infinite Zombie + many Wight): a city-of-death scenario. Lich 1 + Zombie Mob squads 5+ + Wight Minion squads 3+ + many solo Specter.
- Eight Immortals Gathering (many of the Eight Immortals manifesting): a campaign milestone. A simultaneous appearance of 4–8 immortals — a Daoist conversion scenario.
- Cult Uprising (Dagon + cultist squads + Shui-Gui squads): an undersea temple excavation. Dagon 1 + many human cultist Minion squads + Shui-Gui Minion squads + Night-gaunt (horror tone).
- Outer-Reach Invasion (Ogre + Orc squads + Goburin squads + Kobold squads): an outer-reach army invasion. The well-disciplined regular-army pattern of Hobgoblins.
#5. Recommended Compositions by Scenario Difficulty
Recommended compositions by PC count. The recommended modifier of the core 08-01 encounter design.
- 1–3 dan PCs (beginners): 1–2 Mob squads (Goburin/Kobold/Pixie) + 1 solo Minion (Wight/Bugbear).
- 4–6 dan PCs (intermediate): 2–3 Minion squads (Orc/Demon/Jiangshi/Yuan-Gui) + 1 Veteran-grade (Troll/Wyvern/Basilisk).
- 7–9 dan PCs (advanced): a Veteran-grade squad or 2–3 solo (Wyvern/Brain-Eater/Chinese One-Horned Tiger) + 1 Elite-grade (Ogre/Chimera/Balrog/Yaksha King/Many-Eyes).
- 10 dan PCs (Tatsujin): a solo or many Elite-grade (Balrog/Shoggoth/Seraph) or 1 Lord-grade + 2–3 subordinate squads (Red Dragon/Lich/Dagon/Guan Yu Deity).
- Campaign climax (12 dan+): a solo Lord-grade (Archangel/Guan Yu Deity/Dragon Kings of the Four Seas/Gold Dragon) or a same-grade swarm (Dragon Council/Angel Legion/Hell Invasion).
#6. Composition Tendencies by Culture
| Culture | Tendency | Representative pattern |
|---|---|---|
| Western beasts/humanoids | clear commander + squad | Troll/Ogre + Goburin/Kobold. |
| Western undead | a lich-subordinate hierarchy + non-corporeal solo | Lich + Zombie/Wight / Banshee·Specter solo. |
| Western magical beasts | a solo domain | Chimera·Hydra·Basilisk — 1 per domain. |
| Western dragons | a solo domain + Wyvern/Kobold escort | Red Dragon + Wyvern + Kobold. |
| Western fey | a small swarm + friendly | Dryad + Pixie / a Satyr swarm. |
| Western demons | a clear hierarchy (Balrog > Devil > Demon > Imp) | Balrog + Demon squads + an Imp swarm. |
| Western angels | a solo manifestation or a same-grade legion | Archangel / Seraph 1–2. |
| Chinese yao | night aptitude + squad + GM discretion | Yaksha King + a Shanhaijing Minion squad. |
| Chinese gui | non-corporeal squads + a solo pursuer | a Yuan-Gui squad / Shi-Hai·Green-Robe Gui solo. |
| Chinese xian/deities | a solo manifestation (moral test) | Eight Immortals·Guan Yu·Guanyin·Wind Master and Rain Master·Dragon Kings of the Four Seas solo. |
| OSR | the typical D&D pattern (commander + squad) or a solo chieftain | Brain-Eater solo / Many-Eyes solo / a Rust-Beast squad. |
| Cthulhu | a solo formless terror or a cultist squad | Shoggoth solo / Dagon + cultist squads + Night-gaunt. |
#7. Cautions on Squad Handling of Non-Corporeal Yoma
This catalog's [Non-corporeal]-tagged yoma (Banshee, Specter, yuan-gui, shi-hai, green-robe gui, night-gaunt) apply the core 08-02 §Non-corporeal unification rule. When forming a squad, note the following:
- Banshee/Specter: forming no squad is recommended due to the non-corporeal modifier — solo is the original grain.
- Yuan-Gui/Night-gaunt: a non-corporeal squad is possible. However, if the PCs do not have Exorcism Novice (1 point)+, the accumulation of d10 1–5 negation → risk of a one-sided fight. The GM checks PC Exorcism in advance.
- Shi-Hai/Green-Robe Gui: both a squad and solo are possible. The shi-hai is frenzied via squad recovery from spiritual revival; the green-robe gui is frenzied via suicide temptation limited to 1 session 1 time.
When forming a non-corporeal squad, checking the PC side's Exorcism ability is recommended, and if absent, halve the squad number or convert to solo to maintain balance.
#8. Accompaniment by Friendly Yoma (NPC participation)
5 friendly yoma (Unicorn, Pegasus, Seraph, Guanyin, Gold Dragon, etc. — see 55-00 §Friendly NPCs) can accompany the PCs. When accompanying:
- Handled as an individual unit: not a target of squad order. See the core 06-00 §individual unit.
- NPC autonomous action: the GM decides the action per its friendly nature. Action changes only by agreement/Negotiation, not by PC order.
- On reaching Wounds 0: the accompaniment ends (the manifestation ends) or it temporarily withdraws — GM discretion.
Accompaniment by a friendly yoma should be a central event of one chapter of the campaign, and must not be overused like an everyday PC adjutant.
#§ Design Perspective
- Compatible with the core 06-units squad rules: every squad applies the core 06-06 squad rules. The commander (Elite/Lord) bears the order Energy, and on the commander's death, the leaderless-squad table triggers.
- Consistent with this expansion's yoma bestiary 0.9.4: applies the grade/culture/narrative character of all yoma in this catalog's 55-02 – 55-12 unchanged, as-is. This guide presents only composition recommendations.
- Scenario GM guide (additive): the items in this § are GM recommendations, freely changeable by the GM per the scenario's grain. Prioritize PC agreement/campaign tone/culture mixing, etc.
- Applying the leaderless-squad table: on the commander's death, the catalog's yoma are recommended to be mapped to the leaderless table as follows — Western humanoids (Orc/Goburin) to the frenzy table, Western demons to the Fanaticism table (toward the one who defeated the Balrog), undead (Zombie/Wight) to the frenzy table, Chinese gui (Yuan-Gui) to the Fanaticism table (toward the grudge enemy), and friendly yoma withdraw immediately or end their manifestation.
"A swarm shares fear; the solo condenses it. The formation of yoma differs from a human army, but the grain of yoma is no different from the human heart."