Bakemono (CR 1/2)
Small Humanoid (Goblinoid and Shadowlands)
Alignment: Always chaotic evil
Initiative: +0; Senses: Listen +4 and Spot +2
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +0, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -9
Attack: Bite +4 melee, 2 claws -1 melee
Full Attack: Bite +4 melee, 2 claws -1 melee
Damage: Bite 1d8+2, claw 1d6+1
Abilities: Str 15, Dex 11, Con 14, Int 2, Wis 9, Cha 4 (Ego: 3)
Skills: Listen +4 and Spot +2
Advancement: By character class
Organization: Gang (2-4), pack (16-35, usually with 1 warlord or 1-3 Shadowlands ogres), or army (51-100, led by 2-8 Shadowlands ogres)
Most bakemono are too stupid to use weapons, and they really have little need for them. They leap into attack like bulldogs, clenching their jaws around anything they can catch, and attack in packs throwing themselves on their victims without fear or strategy.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.
Shadowlands are the source of evil in the campaign setting of Rokugan, the festering pit from which oni crawl, slither, and fly to wreck their foul destruction on humanity. The denizens of the Shadowlands are inhuman monstrosities. Many of them are spirits bound into corporeal form, and most are shapeshifters. Of all the creatures found in the Shadowlands, only the nezumi remain uncorrupted by the foul taint of the place - all others are utterly, irredeemably evil.
Shadowlands creatures share a certain immunities and vulnerabilities. They are immune to harmful effects of the Shadowlands Taint, for they are already fully corrupted by their very nature. Even if they have damage reduction, they are harmed by jade and obsidian weapons, and they cannot regenerate or naturally heal wounds dealt by such weapons. They are also affected by crystal weapons (Chapter 8, Oriental Adventures) (Note: Non-magical weapons made out of crystal, or crystal weapons created by means other than the Craft Crystal Weapon feat, have no special properties against Shadowlands creatures.)
For purposes of detect Taint, spellcasting, and other effects, a Shadowlands creature is considered to have a Taint score equal to half its Charisma score (round down). Undead creatures add +1 to this number, while outsiders add +2.