Nure-Onna 濡女
Large monstrosity (yokai), chaotic evil
Armor Class 16 (natural armor)
Hit Points 119 (14d10 + 42)
Speed 30 ft., swim 40 ft.
STR 18 (+4) · DEX 16 (+3) · CON 16 (+3) · INT 10 (+0) · WIS 12 (+1) · CHA 14 (+2)
Saving Throws Str +7, Dex +6, Wis +4
Skills Athletics +7, Deception +5, Perception +4, Stealth +6, Survival +4
Damage Resistances cold (optional, if emphasizing her aquatic nature)
Senses darkvision 60 ft., passive Perception 14
Languages Yokai Speech, Common (or local dialect), though she often uses hisses and wails
Challenge 7
Traits
Aquatic Ambush. In water or in partially submerged terrain, Nure-Onna has advantage on Dexterity (Stealth) checks and on attack rolls against creatures that have not taken a turn in combat yet.
Slithering Mobility. Nure-Onna can move through a space as narrow as 1 foot wide without squeezing, representing her serpentine flexibility.
Hypnotic Gaze (Recharge 5-6). Nure-Onna’s eyes glimmer with a serpentine allure. As a bonus action, she targets one creature within 30 feet that can see her. The target must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. While charmed in this way, the creature’s speed is halved if it moves away from Nure-Onna, as it feels drawn toward her presence. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. Nure-Onna makes two attacks: one with Bite and one with Coils, or two Coils attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned until the end of its next turn.
Coils (Constrict). Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 11 (2d4 + 6) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and Nure-Onna cannot Constrict another target. At the start of each of Nure-Onna’s turns, a creature grappled by her Coils takes 7 (2d6) bludgeoning damage.
Drowning Pull (Recharge 5-6). Only usable if at least part of Nure-Onna’s body is in water. Nure-Onna forces one creature she is grappling to make a DC 15 Strength saving throw. On a failed save, the target is dragged underwater. A creature underwater with Nure-Onna can only hold its breath for a number of rounds equal to 1 + its Constitution modifier (minimum 1). If it runs out of breath or can’t breathe water, it risks drowning per normal rules (PHB, p. 183).
Bonus Actions
Serpentine Dash. Nure-Onna takes the Dash action. During this movement, opportunity attacks against her have disadvantage, as her lithe tail whips around to ward off strikes.
Reactions
Muddy Retreat. When Nure-Onna takes damage from a melee attack and is within 5 feet of a body of water (such as a shoreline, riverbank, or large puddle), she can use her reaction to move up to half her speed into that water without provoking opportunity attacks. If she is grappling a target, she can pull it with her into the water (escape DC 15 to resist being dragged).
Behavior & Lore
May appear as a drowning woman, only to draw watchers under her spell or yank them underwater.
Surfaces to bite, then drags foes into deeper water where she holds the advantage.
Rarely spares a victim once attacked. Only a strong reason—fear or a cunning ruse—can dissuade her from finishing the kill.
Lore
Serpent-bodied spirit by the shore, entrapping victims with a crying child.
Legends speak of Nure-Onna as a vampiric serpent that stalks humans along riverbanks, coastlines, and rocky shores. Her name translates literally to “wet woman,” fitting for a creature that dwells amid watery domains. Where her human half ends and her reptilian tail begins is often unclear: some tales describe her with a woman’s head, shoulders, and arms, all below which is covered in scales. Others claim only her head is human. Her face is frightening, bearing serpent-like features—including a forked tongue— and long black hair that clings to her perpetually wet body. Like many predatory yokai, she is skilled at blending in. She rarely assumes human form unless it serves her purposes. Certain ancient scrolls even claim that her gaze alone holds a powerful hypnotic effect.
One story tells of a band of young men traveling by boat to gather lumber. One craft was swept closer to jagged rocks, and amid their maneuvers, they saw a lone woman washing her hair on the stones—an eerie sight in such a place. Sensing danger, they paddled away in panic. When they at last rejoined their companions, those on the drifting boat gasped out, “It was some sort of serpent…we think it was Nure-Onna!” Unconvinced, the others went to investigate themselves. The ones who had witnessed her refused to return, but soon wild shrieks pierced the air. Legend says the creature’s tail can reach about 0.2 miles, and if she has marked you, there is no escape. None who returned to face her ever came back.
From Yokai Bestiary 5E, p. 102 · Fern Flower Press