Inari Okami
Inari Okami — The Encounter
Fox Kami of Rice, Read at the Threshold Gate · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Inari Okami
Where the rice grows tallest and the torii gate frames the dawn, the people leave fried tofu and bow to Inari Okami, kami of harvest, prosperity, and the threshold between worlds. It is said the kami keeps no single shape: now a robed celestial reading the rice-fortunes from a sutra, now a white spirit-fox slipping along the paddy dikes. Nine tails of cold foxfire mark its true age and power, each a year of attending mortal prayers. Inari is generous to those who honor the offering and the gate, granting full granaries and safe passage; but it is jealous of broken vows and faithless bargains, and its messenger-foxes carry that displeasure as flame. Shrines to the kami outnumber all others in the islands, ringed by countless red gates, for a single sincere petitioner has never been turned away. To meet Inari at the threshold is to be weighed — the worthy are fed, the false are scorched.
Run Inari Okami in Sixty Seconds
- It's a kiter, not a brawler. Inari wants distance — open with Foxfire Lash or fire bolt from 60 ft., never walk it into the front line.
- Lead the cone when they cluster. Spirit-Fox Swarm is a 30-ft. cone; the round it's recharged and two-plus PCs are bunched, fire it first for ~35 damage and prone.
- Veiling Step on every melee hit. Use the reaction to teleport 20 ft. away and impose disadvantage — this is what keeps the boss alive against martials.
- When bloodied, vanish and reset. Cast greater invisibility, slip to the gate, and reopen with the recharged cone or a fresh fireball.
- Three ways to run it: raw caster (just the at-will + cone), legendary solo (spend all 3 legendary actions each round at T3), or shrine guardian add paired with a bigger boss using only its native-tier sheet.
Inari Okami
Medium celestial (shapechanger), neutral good
CR 11 · 7,200 XP · GUIDELINEInnate Spellcasting. Inari's spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: at will — fire bolt (3d10), minor illusion; 3/day each — fireball, major image, sending; 1/day each — flame strike, greater invisibility.
Nine Tails (signature). Inari is wreathed by nine spectral fox-tails of foxfire. Whenever it casts a spell of 1st level or higher, one tail flares: the spell's save DC increases by 1 until the start of Inari's next turn, and it may immediately move up to 10 feet without provoking opportunity attacks.
Threshold Shapechanger. Inari can use a bonus action to shift between its robed celestial form and a Small spirit-fox. Its statistics are the same in each form, except the fox form gains a climb speed of 30 ft. and advantage on Dexterity (Stealth) checks. Any equipment it wears or carries transforms with it. It reverts to celestial form if it dies.
Actions
Multiattack. Inari makes two Foxfire Lash attacks, or makes one Foxfire Lash attack and casts a cantrip.
Foxfire Lash. Melee or Ranged Spell Attack: +11 to hit, reach 10 ft. or range 60 ft., one target. Hit: 22 (4d8+4) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded by dancing flame-light until the end of its next turn.
Spirit-Fox Swarm (Recharge 5–6). Inari conjures a wave of spectral foxes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a success. Creatures that fail are also knocked prone as the foxes bolt between their legs.
Bonus Actions & Reactions
Veiling Step (Reaction). When a creature Inari can see hits it with an attack, Inari can teleport up to 20 feet to an unoccupied space it can see, leaving a flash of foxfire. The triggering attack still hits, but the next attack against Inari before the start of its turn has disadvantage.
Legendary Actions (3/Round)
Foxfire Bolt. Inari casts fire bolt (3d10 fire).
Threshold Stride (Costs 2 Actions). Inari shifts form (Threshold Shapechanger) and teleports up to 30 feet to a space it can see.
Kindling Cry (Costs 2 Actions). Inari unleashes a burst of foxfire. Each creature within 10 feet must succeed on a DC 16 Dexterity saving throw or take 14 (4d6) fire damage.
Robed in priestly white and crowned with a fox-mask headdress, Inari reads from an open sutra at the foot of a vermilion torii while nine spectral foxes coil from the swirling foxfire at its feet.
Inari Okami, Bound
Companion · acts on your initiative
Bound · GUIDELINEFoxfire Ward (signature). While Inari Okami is within 30 feet of an ally, that ally has resistance to fire damage and cannot be charmed or frightened.
Actions
Spectral Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6+5) piercing damage plus 7 (2d6) fire damage.
Reactions
Threshold Dart. When an ally within 30 feet is hit by an attack, Inari Okami teleports adjacent to that ally and grants it +3 AC against the triggering attack, potentially turning a hit into a miss.
A loyal white spirit-fox sent from the shrine, Inari Okami ghosts through gates and walls to shield those who keep faith with the kami.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open with Foxfire Lash from 60 ft. and reposition with Nine Tails so melee never pins it. If the party clusters, the recharge cone is your alpha strike — lead with it the round it's up. Kill-priority for the party is Inari itself; keep it kiting and out of reach.
Stay mobile: Veiling Step off the first big hit, then Spirit-Fox Swarm the moment two or more PCs bunch. Save greater invisibility for when bloodied to reset the fight. Pair it with kitsune skirmishers or shrine guardians so it never has to melee.
Run it as a legendary solo boss: each round spend legendary actions on Foxfire Bolt for chip damage, Threshold Stride to break grapples, Kindling Cry when surrounded. Open with the Spirit-Fox Swarm cone, then Veiling Step every melee hit so it stays untouchable. When bloodied, go greater invisible and reposition to the torii gate, then reopen with the recharged cone.
Put Inari Okami on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Inari Okami?
Inari's native build is CR 11 (7,200 XP) — a Tier 3 legendary solo boss for parties of level 11–15. Because its legendary actions and Veiling Step let it play up, the printed sheet sits at the lower edge of the band. Drop it to the T2 (CR 6) or T1 (CR 2) line in the tier table to field the same kami against lower-level tables.
Can Inari Okami be a companion or ally?
Yes. As a generous harvest kami, Inari fits a faithful party perfectly. Use Byakko, the White Messenger-Fox (AC 15, 117 HP) as the table-ready ally — a fire-warding, teleporting guardian — and keep Inari itself as a quest-giving patron who blesses the party from the shrine rather than fighting beside them.
Is Inari a fiend or a celestial?
A celestial. Inari is a benevolent Shinto kami of rice and prosperity, not a fiend — it resists fire, cold, and lightning and is immune to being charmed or frightened. Its foxfire is sacred flame, and its spirit-foxes are messengers, so treat it as a good-aligned divine encounter that tests faith rather than a monster to be slain.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
Played Inari Okami at your table? Log in with your Obsidian Tavern account to leave a balance note, a war story, or a file issue — the sharpest reports get the block revised.
Log in to comment