Tengu Grandmaster
Large fey (yokai), chaotic neutral
Armor Class 22 (natural armor, agile defense)
Hit Points 450 (36d10 + 216)
Speed 40 ft., fly 60 ft.
STR 22 (+6) · DEX 22 (+6) · CON 22 (+6) · INT 16 (+3) · WIS 18 (+4) · CHA 18 (+4)
Saving Throws Str +13, Dex +13, Con +13, Wis +11, Cha +11
Skills Athletics +13, Acrobatics +13, Perception +11, Stealth +13, Deception +11, Survival +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 21
Languages Yokai SpeechCommon, Auran, Sylvan
Challenge 20
Traits
Master of the Sky. The Tengu can Dash or Disengage as a bonus action while flying. It automatically succeeds on any Strength (Athletics) or Dexterity (Acrobatics) check to climb or maintain footing in rocky or forested terrain.
Transcendent Swordsmanship. The Tengu’s melee weapon attacks are magical and ignore resistance to slashing damage. Once per turn, on a successful katana hit, it deals an additional 22 (4d10) slashing damage from its awe-inspiring technique.
Illusionary Feather Realm. The Tengu can cast major image or hallucinatory terrain at will (spell save DC 19, PHB, p. 259 and p. 249). Additionally, it can innately cast mirage arcane (PHB, p. 260) once per day without material components, rewriting entire landscapes with illusions.
Ethereal Shift (Recharge 5-6). As part of taking the Dodge action, the Tengu briefly becomes incorporeal. Until the start of its next turn:
All attack rolls against it have disadvantage.
It can move through creatures and objects as if they were difficult terrain (taking 5 (1d10) force damage if it ends its turn inside an object).
Actions
Multiattack. The Tengu makes four attacks in any combination of Katana or Claw. It can replace one attack with Crushing Gale if it is available.
Katana (Longsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 13 (1d10 + 8) slashing damage (versatile 1d10). If Transcendent Swordsmanship triggers, add 22 (4d10) slashing damage once per turn.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage, and the target must succeed on a DC 21 Strength saving throw or be pushed up to 15 feet away and knocked prone.
Crushing Gale (Recharge 5-6). The Tengu calls forth a devastating wind in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much on a success. Creatures that fail by 5 or more are launched 20 feet away. If they strike a solid obstacle, they also take 7 (2d6) bludgeoning damage from the impact.
Bonus Actions
Wind Step. The Tengu moves up to 30 feet without provoking opportunity attacks, possibly ascending or shifting horizontally with a flap of its massive wings.
Illusory Feint (2/Short Rest). The Tengu conjures swirling illusions around itself as it moves up to half its speed. Until the start of its next turn, attack rolls against it have disadvantage, and it leaves behind 2 illusory duplicates (as mirror image, PHB p. 260, no action required to maintain).
Reactions
Flawless Counter. When a creature within 10 feet misses the Tengu with a melee attack, the Tengu can use its reaction to make a Katana or Claw attack against the attacker with advantage. On a hit, the Tengu can also move up to 10 feet without provoking opportunity attacks.
Lair or Environmental Effects (Optional)
Cyclonic Updraft. At initiative count 20, swirling winds fill a 20-foot radius around the Tengu’s position. Hostile creatures in that area must succeed on a DC 19 Strength save or be lifted 10 feet up and flung 10 feet horizontally, possibly falling prone (or taking falling damage if the area is over a cliff).
Illusory Dominion. While in its lair, the Tengu can cast illusions that replicate up to mirage arcane level changes (with no additional spell slots). Hostile creatures have disadvantage on saving throws against these illusions.
Behavior & Lore
Aerial Supremacy: Prefers to fight near cliffs or forest canopies, diving in, attacking, then soaring out of reach.
Devastating Storm: If cornered, it unleashes Crushing Gale or illusions to scatter foes.
Trickster Sage: Possibly trains worthy mortals or spares them if they amuse or impress it.
Formidable Opponent: With illusions, lethal wind blasts, and unstoppable swordplay, it can challenge even epic-level heroes.
Lore
The apex Tengu—an O-Tengu of legendary skill. Capable of annihilating entire squads or matching top-tier heroes in swordsmanship and wind-based powers.
The term “tengu” originally comes from China, where it referred to meteors believed to herald disasters. Fiery objects that blazed through the sky and exploded with thunderous roars were compared to beastlike spirits barreling overhead with growls and howls.
There’s an old account of a massive star blazing across the sky above a city, accompanied by a noise like distant thunder. People who saw it started arguing about what they’d just witnessed. “That thunder came from the star as it fell,” some said. But others shook their heads, convinced otherwise: “No, that was the sound of an earthquake triggered by the star hitting the earth.” At last, a monk named Min, newly returned from his travels, declared: “It was no star at all—it was a tengu. Its roar is like the sound of thunder.”
From Yokai Bestiary 5E, p. 107 · Fern Flower Press