Karakasa 唐傘
Small fey (yokai, construct), chaotic neutral
Armor Class 13 (natural)
Hit Points 39 (6d6 + 12)
Speed 20 ft., hop 30 ft. (see Hopping Movement)
STR 10 (+0) · DEX 16 (+3) · CON 14 (+2) · INT 6 (−2) · WIS 12 (+1) · CHA 14 (+2)
Skills Perception +3, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks (due to its tsukumogami nature)
Condition Immunities charmed (optional if you want more comedic immunity), exhaustion
Senses darkvision 60 ft., passive Perception 13
Languages understands Yokai Speech, Common (or local dialect) but does not speak (it can shriek or babble)
Challenge 3
Traits
Hopping Movement. Instead of conventional walking, the Karakasa moves by hopping on its single “leg” (the former umbrella handle). This grants it an advantage on any Strength (Athletics) check made to jump or leap. However, if it moves across difficult terrain, it must succeed on a DC 10 Dexterity (Acrobatics) check or be knocked prone.
Umbrella Disguise. While motionless, the Karakasa can fold itself and appear as an ordinary (though worn) paper parasol. A creature that inspects it can use its action to make a DC 13 Intelligence (Investigation) check. On a success, the creature notices subtle hints (a slight twitch, an eye beneath the canopy, etc.) that it’s alive.
Actions
Multiattack. The Karakasa makes two attacks: one with Tongue Slap and one with Canopy Bash.
Tongue Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away by the force of the sticky tongue.
Canopy Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) psychic damage as the Karakasa cackles.
Umbrella Shriek (Recharge 5-6). The Karakasa utters a piercing cry through its gaping mouth. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or become deafened until the end of its next turn and have disadvantage on its next attack roll.
Bonus Actions
Quirky Maneuver. The Karakasa can move up to its hop speed without provoking opportunity attacks if it hops at least 5 feet vertically first. This often appears as a comical bounce away from threats.
Reactions
Flip Open. When the Karakasa is targeted by a ranged weapon attack it can see, it can briefly open its canopy, imposing disadvantage on that attack roll. Once used, this reaction recharges at the start of the Karakasa’s next turn
Behavior & Lore
The Karakasa delights in sudden ambushes, revealing its single eye and long tongue to startle travelers. Actual harm is rarely intended.
If a victim remains calm or simply ignores it, the Karakasa often loses interest and retreats, embarrassed.
As a tsukumogami, it may harbor mild resentment at being discarded. Yet it mostly channels frustration into harmless pranks rather than violence.
Lore
Tsukumogami of an old umbrella with one eye, hopping around on a single leg.
Imagine an ordinary umbrella, minding its own business and sheltering people from the rain. But then a century passes, and suddenly this same umbrella comes to life, hopping along on a single leg, blinking a single large eye, and wagging a long tongue. In some versions, Karakasa even has arms, which makes the encounter all the more unsettling. It’s bad enough to face a hopping umbrella-like creature that sticks out its tongue, but worse if it lunges at you with outstretched arms.
Despite its frightening display, this tsukumogami is more prankster than villain. Karakasa’s favorite pastime is lurking in a dark corner, waiting for an unsuspecting traveler to pass. Then—BAM!—it jumps out with hair-raising shrieks and a leering tongue, eagerly watching its victim sprint away in terror. But should anyone respond to its antics with laughter rather than panic, Karakasa may feel genuine admiration for such bravery.
From Yokai Bestiary 5E, p. 40 · Fern Flower Press