Hitotsume-Kozo 一つ目小僧
Small fey (yokai), chaotic neutral
Armor Class 12
Hit Points 22 (4d6 + 8)
Speed 25 ft.
STR 8 (−1) · DEX 14 (+2) · CON 14 (+2) · INT 10 (+0) · WIS 12 (+1) · CHA 13 (+1)
Skills Stealth +4, Perception +3, Hand +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., Common (or local dialect) but often communicates via hisses, giggles, or single words, passive Perception 13
Languages understands Common (or local dialect) but often communicates via hisses, giggles, or single words
Challenge 1
Traits
One-Eyed Glare. If the Hitotsume-Kozo surprises a creature and the first thing the target sees is its single glowing eye, the target must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the yokai’s next turn. On a success, the target is immune to One-Eyed Glare for 24 hours.
Nighttime Sneaker. The Hitotsume-Kozo has advantage on Dexterity (Stealth) checks made in dark or dimly lit conditions.
Playful Invisibility (1/Short Rest). The Hitotsume-Kozo can cast invisibility (PHB, p. 253) on itself (no concentration needed) and remain invisible up to 1 minute or until it attacks or uses Lick. When the effect ends, it giggles wildly.
Actions
Claw (if using a small staff or nails). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage, and the target must succeed on a DC 12 Dexterity saving throw or drop one held item of the yokai’s choice (the Hitotsume-Kozo loves to snag sweets or small valuables).
Lick. The Hitotsume-Kozo attempts a shocking lick with its unnaturally long tongue on a creature within 5 feet that it can see. The target must succeed on a DC 12 Constitution saving throw or become distracted by the eerie sensation, granting advantage to the next attack roll made against it before the end of the Hitotsume-Kozo’s next turn.
Scare & Flee (Recharge 5-6). The Hitotsume-Kozo jumps forward and emits a sudden yelp or cackle. Each creature of its choice within 10 feet that can see or hear it must succeed on a DC 12 Wisdom saving throw or be startled, losing its reaction until the start of its next turn. On a success, the creature is immune to this effect for 24 hours.
Reactions
Nimble Dodge. When the Hitotsume-Kozo would be hit by an attack it can see, it can reduce the damage by half. It must be able to move at least 5 feet after using this reaction (no opportunity attacks incurred), representing a quick dart or hop away.
Behavior & Lore
Hitotsume-Kozo mostly wants to spook travelers or filch small trinkets. Serious harm is rare.
Moves items around at night, steals candy or sweet buns, and cackles in the dark.
If threatened or outnumbered, it often vanishes (invisibility) or flees, squeaking in terror.
Startling a victim with its single eye or licking them for a good scare is its hallmark. Once the fun’s over, it usually retreats.
Lore
One-eyed childlike spirit scaring passers, often more mischievous than harmful.
Hitotsume Kozō are small, oneeyed yokai with childlike features and an impish temperament. Found in folktales all across Japan, they typically have shaved heads, wear monks’ robes (often appearing like tiny Buddhist novices), and may sometimes carry prayer beads or wear a wide-brimmed straw hat that conceals their face. Their most striking traits are their long tongues and single, oversized eye. In some accounts, that solitary eye can even glow in the dark.
Despite their startling appearance, Hitotsume Kozō rarely pose a real threat. Rather, they take great delight in suddenly popping out of nowhere to spook unsuspecting travelers, earning them a reputation as relatively harmless prankster yokai. They appear to relish nothing more than giving passersby a fright before vanishing.
From Yokai Bestiary 5E, p. 108 · Fern Flower Press