A collated list of the various subtypes introduced by Oriental Adventures and converted to 5e. More for my reference than anything else. Will be updated as I use it.
This template may be applied to any fey, elemental, plant or beast. The original creature retains its statistics except where outlined below. Any fey creature listed in the Monster Manual (or other monster tomes) could be used as a kami with little modification.
Kami are a race of celestials who serve to protect what they refer to as “wards”—animals, plants, objects, and even locations — from being harmed or dishonored. All kami possess the following traits (unless otherwise noted in a creature’s entry). More details here.
- Type. All kami have the type Celestial (kami) in addition to the base creatures original subtype. Also, kami sleep, but do not need to breathe or eat.
- Alignment. Kami can be of any good or neutral alignment. Evil kami become oni.
- Size. If the base creature is a beast it increases by one size category.
- Abilities: Intelligence. If the base creature has an Intelligence score less than 10 its Intelligence becomes 10.
- Language. All kami speak Common and Celestial in addition to any local dialect of the area they call home. They also have telepathy out to 50 feet.
- Damage Resistance. acid, fire, lightning; bludgeoning, piercing and slashing from nonmagical weapons.
- Damage Immunities necrotic
- Condition Immunities enchantment
- Innate Spellcasting. The kami’s spellcasting ability is Charisma (spell save DC 8 + CHA modifier + Proficiency bonus). It can innately cast the following spells, requiring no material components:
- Local Knowledge. A nature spirit is intimately familiar with the natural world in the area where it lives. A nature spirit automatically has access to the information learned from the commune with nature spell.
- Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
- Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 10 so long as it has at least 1 hit point remaining.
- Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island. The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours. If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they essentially fuse with their animal ward permanently.
This template may be applied to any humanoid, giant or fiend. Unless otherwise stated the original creature retains all its abilities. Fiends of all types make good oni examples. More details on oni here. One should each be unique as well. For example, outside these shared traits, one may use a tamari in battle while another is straightforward combatant, and another uses a taiko drum in battle etc.
- Type. The base creature gains the fiend (oni) type in addition to its other keywords.
- Size. Oni are always Large size or larger (with few exceptions). If the base creature is smaller than Large it increases in size gaining the appropriate increase in hit points.
- Alignment. Oni are always evil though they may be any of Lawful, Neutral, and Chaotic.
- Abilities: Strength. Oni are brutal and cruel and the base creature’s Strength is raised to 19 if not already that high (or higher).
- Senses. The base creature gains darkvision out to 60 feet if it does not already have it.
- Damage Resistance. The creature gains resistance from bludgeoning, piercing and slashing damage that are not jade.
- Discorporation. Unless killed using a special weapon – like a mortal blade or a jade enchanted weapon – a destroyed oni turns into black smoke before dissipating. It gains a new body in 1d10 x CR days, regaining all its hit points and becoming active again.
- Demon Blood Magic. The creature gains the innate spellcasting trait. The oni’s innate spellcasting ability is Charisma (spell save DC 8 + proficiency bonus + CHA score). The oni can innately cast the following spells, require no material components in addition to any spells the base creature already has. An example list below:
- Magic Weapons. The oni’s weapon attacks are magical.
- Regeneration. The oni regains a number of hit points equal to its Challenge rating (minimum of 10) at the start of its turn if it has at least 1 hit point. If the oni takes jade based damage, this trait doesn’t function at the start of the oni’s next turn.
- Shapechanger. The oni can use its action to polymorph into a Small, Medium or Large humanoid it has seen, or back into its true form. It’s statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
- Wisteria Aversion. Oni avoid the fuji flower as its fragrance makes them ill. If forced to take any action while within line of sight of a wisteria plant the oni has disadvantage on attack rolls, ability and skill checks.
Finally, it gains a claw attack appropriate for its size, Challenge Rating, and Strength if it does not already have this attack option. This is a slashing based Strength attack.
A note on spell casting. Though a generic list of base spells have been provided it is exactly that – a generic list. Just as oni tend to have unique powers – no two oni are the same – their spell list should reflect this. For example, a spider-themed oni may have unique spells which makes their webbing razor-sharp or their web cocoon to be as hard as adamantine and spew acid to anything in the cocoon. At a minimum oni have access to blood magic spells as part of their spell list.
Additionally, powerful oni will have the additional blood magic trait which allows them to manipulate and overcharge their demon blood magic ability. As a guideline, only oni of CR 7 or higher should have demon blood magic.
Creatures possessing the Shadowlands subtype are either individuals who have become corrupted by the Shadowlands Taint, are native creatures of that evil land or are spirits from the realm of Jigoku. The Shadowlands subtype is specifically targeted by certain spells, nemuranai, feats and other effects.
All Shadowlands creatures have a Taint score included with their ability scores. This Taint score is equal to one-half the creature’s Charisma score, plus one if it is of the undead type, plus one it is an oni.
Creatures that originate from realms beyond the mortal realm have certain advantages. Spirits gain advantage against all enchantment effects except those of other spirits. Spirits can sense any passages to their home realm within one mile. Spirits are also vulnerable to Spirits certain spells and effects which affect the spirit subtype. All incorporeal undead and gaki have the spirit subtype by way of example.
- Damage Resistance. The creature gains resistance from bludgeoning, piercing and slashing damage that are not crystal.