Hakutaku 白澤
Large celestial, lawful good
Armor Class 18 (divine hide)
Hit Points 94 (9d12 + 36)
Speed 40 ft., climb 20 ft.
STR 18 (+4) · DEX 14 (+2) · CON 18 (+4) · INT 20 (+5) · WIS 22 (+6) · CHA 18 (+4)
Saving Throws Int +9, Wis +10, Cha +8
Skills Arcana +9, History +9, Insight +10, Medicine +10, Perception +10
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; necrotic
Damage Immunities poison, disease
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 20
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Traits
Divine Scholar. The hakutaku has advantage on Intelligence (Arcana, History, Medicine) checks and can’t be surprised.
Nine-Eyed Vision. Magic can’t obscure or block the hakutaku’s truesight, and it always knows whether a creature it can see is diseased, cursed, or under the effect of possession.
Innate Spellcasting. The hakutaku’s spellcasting ability is Wisdom (spell save DC 18, +10 to hit). It can innately cast the following spells, requiring no material components:
At will: detect evil and good (PHB, p. 231/ 261), detect magic (PHB, p. 231/ 262), identify (PHB, p. 252/ 287)
3/day each: dispel magic (PHB, p. 234/ 264), lesser restoration (PHB, p. 255/ 291), remove curse (PHB, p. 271/ 312)
1/day each: heal (PHB, p. 250/ 284), greater restoration (PHB, p. 246/ 281), planar ally (celestials only; PHB, p. 266/ 304)
Actions
Multiattack. The hakutaku makes two Horn attacks and one Eye of Revelation attack.
Horn. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.
Eye of Revelation. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 18 (3d8 + 4) radiant damage, and the target must succeed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn (its mind reels with sudden insight into its own flaws).
Bonus Actions
Curative Breath (3/Day). The hakutaku exhales soothing vapors on itself or a creature it can see within 30 feet. The target regains 18 (4d8) hit points and ends one disease or poison affecting it.
Reactions
Counter-Malady. When a creature within 60 feet casts a spell that would inflict poison, disease, or necrotic damage, the hakutaku can attempt to interrupt. The caster must succeed on a DC 18 Wisdom saving throw or the spell fails and has no effect.
Legendary Actions
The hakutaku can take 2 legendary actions, choosing from the options below. Only one legendary action may be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Move. The hakutaku moves up to half its speed.
Horn. The hakutaku makes one Horn attack.
Cast a Spell (Costs 2 Actions). The hakutaku casts an at-will innate spell.
Lore
A wise beast that knows every demon by name and can tell you how to defeat them.
In Japan the Hakutaku is regarded not as an ordinary yokai but as a shin-ju—a divine beast whose purpose is to guard and pass on complete knowledge of the spirit world, of illnesses, and of the ways to protect humankind from them.
Its appearance is that of a large, white-furred animal, most often likened to an ox or yak, though it sometimes bears human features around the face—proof that it can hold a meaningful conversation. It is identified by nine eyes—three on the head and six along the flanks—and six horns: two above the brow and four running down the spine. These extra eyes and horns are not weapons; they signal the creature’s exalted status and its ability to grasp every layer of reality.
From Yokai Bestiary 5E, Book Two, p. 28 · Fern Flower Press