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Monsters for Free: Akumu Yokai (Pathfinder 1)

And this week we present the final free Pathfinder 1 Monster, at least for now. :)

Akumu Yokai

This hideous creature has long arms, sharp claws, and a horrid tongue hanging from its gaping maw. A foul, rotten-smelling, mist surrounds the creature, blurring its outline.

Akumu Yoka CR 5

XP 1,600

CE Medium aberration

Init +7; Senses darkvision 60 ft.; Perception +6

Aura fear (60 ft., DC 16)

Weakness sunlight powerlessness


AC 18, touch 16, flat-footed 16 (+3 deflection, +3 Dexterity, +2 natural)

hp 52(7d8+21)

Fort +8, Ref +8, Will +7

Defensive Abilities


Speed 30 ft., fly 30 ft. (average)

Melee 2 claws +10 (1d4+5), serrated tongue +10 (1d6+7 plus bleed)

Space 5 ft.; Reach 5 ft. (15 ft. with tongue)

Special Attacks serrated tongue

Spell-Like Abilities (CL 5th; concentration +8)


1/day—plane shift (DC 18, self only


Str 20, Dex 17, Con 16, Int 12, Wis 9, Cha 17

Base Atk +5; CMB +10; CMD 23

Feats Improved Initiative,

Skills Acrobatics +13, Fly +13, Intimidate +13, Perception +6, Stealth +13

Languages Common, Undercommon

SQ fear aura, otherworldly movements, uncanny nightmare


Environment any (nocturnal)

Organization solitary

Treasure incidental


Fear Aura (Su)

All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a DC 16 Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature’s fear aura for 24 hours. The save DC for this ability is Charisma-based.

This is a mind-affecting fear effect.

Otherworldly Movements (Su)

An akumu yokai adds its Charisma modifier as a racial bonus on all saving throws, and as a deflection bonus to its Armor Class.

Serrated Tongue (Ex)

Attacked by the akumu yokai using its tongue causes the target to bleed for 1d4 points of damage per round until healed or treated with a Heal check DC 18. The save DC for this ability is Charisma-based.

Uncanny Nightmare

Akumu yokai have a number of Nightmare Points (NP) used to purchase abilities and defenses. A Medium Akumu yokai has 2 NP; differently sized akumu yokai have NP totals as detailed on the size chart. If am akumu yokai is built with more NP than its size category would allow, its CR increases by 1 (minimum of +1) for every 2 additional NP spent. Unless otherwise stated, each of these abilities can be purchased only once. The stats presented here are for a Medium akumu yokai that has not spent any NP.

Each akumu yokai is capable of changing its form, using NP up to the limit of their current CR. This process takes a month.

Additional Movement (Ex, 1 NP): The akumu yokai gains a new mode of movement, having either extra long claws, fins or spider legs, (burrow, climb, or swim) at a speed equal to its base speed.

All-Around Vision (Ex, 2 NP): The akumu yokai has numerous eyes, facing in all directions. The akumu yokai gains all-around vision.

Blade Fists (Ex, 1 NP): The akumu yokai’s claw attacks are replaced with metal blades. These attacks deal 1d4 points of bleed damage on top of the normal damage.

Bone Armor (Ex, 1 NP): Fortified with extra bone (perhaps including bones fused to its outer surface like armor), the akumu yokai increases its natural armor bonus by 2. This ability can be selected up to three times.

Cannibalize (Ex, 1 NP): If the akumu yokai is left near the corpse of a Medium or larger creature with discernible anatomy, it eats the corpse or tears off parts to repair its own substance. A creature consumed in this fashion heals the akumu yokai 1 hit points plus 5 hit points per size category above Medium. Feeding takes 1 hour; any interruption (such as combat) requires it to start again.

Constrict (Ex, 2 NP): The akumu yokai’s has tentacles as well as claws, and gains both the grab and constrict abilities. If the akumu yokai hits with both claw attacks, it grabs the target and immediately attempts to constrict.

Disease (Su, 1 NP): The tongue of the akumu yokai is caked with filth and disease, exposing any creature it hits to ghoul fever.

Ghoul Fever: serrated tongue—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Extra Attack (Ex, 1 NP): The akumu yokai gains an additional bite attack or claw attack. This ability can be selected multiple times.

Extra Legs (Ex, 1 NP): The akumu yokai gains two more legs, increasing its base speed by 5 feet and increasing its CMD against overrun and trip attempts by 4. This ability can be selected multiple times.

Extra Strength (Ex, 1 NP): The akumu yokai’s Strength increases by 2 but its Dexterity decreases by 2. This ability can be selected twice.

Faster (Ex, 1 NP): The akumu yokai’s base, burrow, climb, fly, or swim speed increases by 10 ft.

Metal Armor (Ex, 2 NP): Metal plates and pieces of stone infuse the body of the akumu yokai, serving as armor and granting it a +4 armor bonus to AC.

Paralysis (Su, 2 NP): Up to three of akumu yokai’s natural attacks gain the paralysis ability (1d4+1 rounds, DC 13, elves are immune to this effect). This graft requires the body of at least 1 ghoul. For an additional Nightmare Point, the paralysis ability can affect elves.

Poison Fangs (Ex, 2 NP): The akumu yokai has vestigial fangs that constantly ooze poison onto its tongue, making the attack poisonous.

Poison: serrated tongue—injury; save Fort DC 17; frequency 1/round for 3 rounds; effect 1d3 Constitution damage; cure 1 save.

Reach Attacks (Ex, 1 NP): The akumu yokai has abnormally long arms. The akumu yokai increases its natural reach with its claw attacks by 5 feet. This ability can be selected multiple times.

Rending Claws (Ex, 2 NP): The akumu yokai gains the rend ability, activating when both claws hit and dealing additional damage equal to the damage dice for one claw plus 1-1/2 times the Akumu yokai’s Strength bonus.

Trample (Ex, 2 NP): The akumu yokai loses its legs and all its movement speeds are reduced by 10 feet. In return it gains a massive maggot-like body, granting it the trample universal monster ability as a special attack, and a +2 racial bonus to Strength.

The akumu yokai are the embodiment of the dreams of mortals. They surface wherever nightmares are regularly encountered, such as in cemeteries, asylums, or in locations where human misery is almost palpable. The akumu yokai take many forms, and each one is unique to the fears of the individual that originally, and unknowingly conjured it.

The akumu yokai exist only to spread destruction and fear, almost as if they fed on it, though there is no evidence that they actually require sustenance. They simply seem to thrive on the fear and chaos that they cause. They will target out and destroy the individual responsible for their “birth” immediately, striking in the dead of night. Once that individual is destroyed, they will set their mind on a new target, observing the target, and changing their form to match that particular target's fears.

While they are capable of functioning during the day, the akumu yokai do not venture out into sunlight at all, as they fear that the light of day will destroy their connection with nightmares and dreams, and will immediately seek refuge if they’re exposed to it, leading many villages and towns to ensure that sunlight can hit every room in their houses, if an akumu yokai is suspected to be in the area.

The akumu yokai are believed to be residing either underground or in some, as yet unexplored, demiplane, beyond the ken of mortals. They are merely drawn to the material plane to cause suffering.

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