Tsuno (CR 6)
Large Monstrous Humanoid (Shadowlands and Spirit)
Alignment: Always lawful evil
Initiative: +0; Senses: scent, Listen +14, and Spot +14
AC: 20 (-1 size, +5 natural, +6 great armor), touch 9, flat-footed 20
Hit Dice: 8d8+24 (60 hp); DR: 10/honorable
Fort +9, Ref +6, Will +9
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +8; Grapple +8
Attack: Falchion +12 melee; bite +7 melee; gore +7 melee
Full Attack: Falchion +12/+7 melee; bite +7 melee; gore +7 melee
Damage: Falchion 2d6+7; bite 1d8+2, gore 1d8+2
Special Attacks/Actions: Fear cone, spell-like abilities
Abilities: Str 21, Dex 10, Con 17, Int 16, Wis 17, Cha 16 (Ego: 8)
Feats: Cleave; Great Cleave; Power Attack
Skills: Bluff +14, Climb +16, Diplomacy +5, Jump +16, Listen +14, and Spot +14
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Organization: Solitary, squad (2-8), or cohort (9-20)
Tsunos are mighty in physical combat, cooperating effectively to gain flanking bonuses, avoid being flanked, and make the best use of their numbers. They also possess a strange talent for magic, bearing striking similarity to the ancestor magic of the Lion clan's Kitsu family.
Fear Cone (Sp): With a ear-splitting roar, a tsuno can strike fear into its opponents' hearts. The roar creates a cone-shaped effect 50 feet long. Creatures within the cone must succeed at a Will save (DC 17) or become panicked. Panicked creatures suffer a -2 morale penalty on saving throws, and flee from the tsuno. Each creature has a 50% chance to drop what in is holding, chooses its path randomly (as long as it is getting away from immediate danger), and flees any other dangers that confront it. If cornered, it cowers.
Spell-Like Abilities: At will - ancestral vengeance, rebuke, speak with dead; 3/day - castigate, divination, dream sight. These abilities are as the spells cast by an 8th-level maho-tsukai (save DC 18 + spell level).
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.
Spirit creatures include some fey and elementals (nature spirits), outsiders (celestial spirits), undead (ghosts and ancestors), and even dragons. Spirit creatures are nor necessarily incorporeal, despite their name - in the worlds of Oriental Adventures, some spirits are as much flesh and bone as humans are. The only game effect of the spirit type modifier is that spirit creatures are all affected by spells such as commune with greater spirit, invisibility to spirits, and protection from spirits.