Huge monstrosity, any neutral alignment
Armor Class 17 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 60 ft., fly 60 ft.
Saving Throws Dex +7, Con +12, Int +8, Wis +10
Skills Arcana +8, Perception +10, Religion +13
Damage Vulnerabilities necrotic
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 20
Languages Celestial, Common, Draconic, Sylvan
Challenge 16 (15,000 XP)
Magic Weapons. The shirokinu-katsukami's weapon attacks are magical.
Spellcasting. The shirokinu-katsukami is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The shirokinu-katsukami has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, mending, produce flame
1st level (4 slots): cure wounds, detect magic, faerie fire, speak with animals
2nd level (3 slots): animal messenger, lesser restoration, spike growth
3rd level (3 slots): dispel magic, protection from energy, wind wall
4th level (3 slots): conjure woodland beings, dominate beast, freedom of movement
5th level (2 slots): greater restoration, mass cure wounds, reincarnate
6th level (1 slot): heal
Multiattack. The shirokinu-katsukami makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Trunk Slam. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is grappled (escape DC 16).
Roar (3/Day). The shirokinu-katsukami emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the shirokinu-katsukami and able to hear the roar must make a saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
The shirokinu-katsukami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shirokinu-katsukami regains spent legendary actions at the start of its turn.
Claw Attack. The shirokinu-katsukami makes one claw attack.
Great Pounce (Costs 2 Actions). The shirokinu-katsukami magically does a flying jump up to 120 feet to an unoccupied space it can see. During this jump, the shirokinu-katsukami can make one Trunk Slam attack.
Cast a Spell (Costs 3 Actions). The shirokinu-katsukami casts a spell from its list of prepared spells, using a spell slot as normal.
Truly a strange creature, the shirokinu-katsukami, or singha yali as it is known to the kingdoms of the south, is a wonderous hybrid beast of ape, elephant, lion and tiger. The beast generally prefers to walk on all fours but it can stand and fight like an ape, it has razor-sharp claws and striped fur like a tiger, and it has a massive and strong body like an elephant with a trunk but no tusks (some have tusks and can perform a charging attack instead of a leap). It has the powerful mouth of a tiger or lion with massive fangs and razor-sharp teeth but with a somewhat comical elephant double trunk hanging from the place that would be its nose. The beast has the eyes of a goat and the black mane of a powerful male lion. They speak with a very deep voice when angered or in a somewhat comically nasal voice (from their trunks) when friendly. The creature can generally have a tiger-like coloration to it but they also have very strange otherwordly colors like crimson, black with white stripes, white with black stripes, jade green with violet stripes or violet with blue or red stripes.
Generally good creatures, many others have had a range of personalities ranging from evil (actively working with rakshasas and uraga for gold and coin, slaughtering merchants for gold) to lawful (guarding temples and sacred places or protecting powerful artifacts) to chaotic (enjoying stealing things with no respect for property). The good shirokinu-katsukami generally protect forests and villages of downtrodden ethnic minorities and they worship it in turn and feed it fish and fruit.
When challenged with combat the shirokinu-katsukami first speaks to the attackers and is very polite and gives them a warning to not engage, but if they harm innocents or pursue the attack it will viciously attack them and will take no survivors except on rare occasions. Guardian type shirokinu-katsukami generally will ask questions, riddles or engage in combat with a party to see if they are strong enough to defeat the beast in honorable combat, if so it will generally reward them with a sacred talisman or artifact. The shirokinu-katsukami seems to enjoy staying in bamboo forests and living near villages but it doesn't wish to interfere with the humans of the settlement so openly. Though it can be heard happily whistling as it moves through the bamboo forests and it sometimes comes out during the middle of the night to observe the funerals of much-beloved villagers from a healthy distance. Other shirokinu-katsukami seem to simply be happy wandering the forests and mountains of the world and speaking to beasts.