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Thursday, September 11, 2025

Foo Creatures (Lion/Dog) for D&D

The kid got the Wondrous Figurine, think Gwenhwyvar of Drizzt. It's an oriental east Asian style Foo monster (might be more Thai styled). We'll say he can ride it or just use it for attacks. I'm now realizing the cover of Oriental Adventures shows a Kirin, not a Foo Lion-dog. 


Here's a nice 5e home brew statblock, really nice: https://www.dandwiki.com/wiki/Foo_Lion_(5e_Creature) 

REAL LIFE: 

  • Yokai[dot]com says a lot about them being guardians to shrines (mistakenly says temples also) and plenty more: https://yokai.com/komainu/ , wikipedia seems to have more accurate info. 
  • The ones in Japan have only been at Shrines. When walking through Torii, you enter another dimension~~~.

Oh, that's a Kirin on the front... just now re-realized. Anyway, funnily enough, the Oriental Adventures doesn't have the foo creatures, but it tells you to go to the MM2.

Torii, gate to another realm. 


Foo Creature, the AD&D 1e MM2 pg. 65 says:



Foo Lion (5e Creature) (via the Homebrew site)

Foo Lion

Large celestial, chaotic good


Armor Class 13 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 16 (+3)

Skills Insight +3, Perception +3, Stealth +4
Senses passive Perception 13
Languages Celestial, Common
Challenge 2 (450 XP)


Keen Smell. The foo lion has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The foo lion has advantage on an attack roll against a creature if at least one of the foo lion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the foo lion moves at least 20 feet straight towards a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the foo lion can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the foo lion can long jump up to 25 feet.

Magic Resistance. The foo lion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The foo lion's weapon attacks are magical.

Divine Fang. The foo lion's weapon attacks deal an extra 1d8 radiant damage against fiends.

Innate Spellcasting. The foo lion's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility
1/day each: etherealness, plane shift (self only)

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.

Celestial Summoning (1/Day). The foo lion can begin roaring to summon another foo animal. At the beginning of the foo lion's next turn there is a 40 percent chance that a foo animal of CR 2 or less will be summoned. The summoned foo animal appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other foo animals. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. 



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