Thursday, August 7, 2014


This is my version of tanuki. It borrows elements from different stories and things I've read, but in the end this is the tanuki that I want in my game. My version is influenced by my love of Animal Crossing and it's merchant tanuki, Tom Nook. 

Tanuki are good-natured, but mischievous humanoid raccoon dogs, hailing from eastern realms. They have a love for good stories, dancing, and strong drink. From a young age, tanuki are taught the fire trick, which involves taking a drink of saki, and spitting fire. 

In addition, most tanuki have a good head for math and business  and it's not surprising to find them traveling to foreign lands as merchants.

Small Humanoid, Chaotic Good

Armor Class 13 
Hit Points 6 (1d8+1)
Speed 25, Climb 25
  STR    DEX  CON      INT      WIS  CHA
12 (+1) 15 (+2)   14 (+2)   11 (+0)   9 (-1)   12 (+1) 

Senses dark vision 60 ft., passive Perception 9
Languages Common
Challenge 1/2 (50 XP)

Not As Drunk As You Think I Am. Though they are still considered to have the Poisoned condition while drunk, Tanuki do not suffer disadvantage on attack rolls while intoxicated.


Fire Breath. The tanuki takes a drink of strong alcohol and breaths a gout of fire. All creatures in front of the tanuki (that are within 5 feet) must make a Dexterity saving throw (DC 14) or take 2d6 fire damage. This flame ignites any flammable object in the area that isn't worn or carried.

War MugMelee Weapon Attack: +4 to hit, reach 5 ft., one target.  Hit: 3 (1D4+1) bludgeoning damage. 

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