Magatsuhi no Kami
Magatsuhi no Kami — The Encounter
Calamity-Kami: the walking shrine that births misfortune · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Magatsuhi no Kami
When a shrine is abandoned, defiled, or built upon ground soaked in slaughter, the kami enshrined there can sour into a Magatsuhi no Kami, a deity of calamity and pollution. This one shouldered its own ruined temple and walked, a beast of carved stone and rotted timber crowned by a roof that still rings with funeral bells. Where it treads, omens curdle: milk soured, crops blighted, lots cast wrong, and good fortune simply ceases. The faithful once fed it to keep misfortune at bay; now it feeds itself, lapping at the ill luck it spreads. It marches among the generals of the Gate of Ashura as the most unpredictable of their number, a force that no commander can truly aim, only point at an enemy and hope the calamity lands on the far bank of the river first. To slay it is to risk inheriting every curse it ever carried.
Run Magatsuhi no Kami in Sixty Seconds
- Hold the aura center Park the kami inside the party's cluster on turn one so Aura of Calamity (DC 14 Wis) hangs disadvantage on the most enemies at once.
- Open with the bite Lead with Crushing Bite to grapple a frontliner or caster, then Multiattack claws to knock them prone and pin the fight in place.
- When bloodied, drop the shield At half HP Walking Shrine stops granting radiant resistance, so tell players' clerics and paladins to save their big radiant hits for that window.
- Three ways to run it As a chaos add-on beside an Ashura boss, as a lone dungeon guardian for its shrine, or as a roaming calamity whose mere presence curses a region until put down.
- Feed on fumbles Use Omen of Ruin on any natural 1 within 30 ft. for free necrotic damage; it rewards you for letting the dice turn against the players.
Magatsuhi no Kami
Huge fiend (yokai), chaotic evil
CR 6 · 2,300 XP · GUIDELINEAura of Calamity. Each creature that starts its turn within 15 feet of the kami must succeed on a DC 14 Wisdom saving throw or have disadvantage on the next attack roll or ability check it makes before the start of its next turn, as ill-omen settles over it.
Walking Shrine. The kami carries a defiled shrine on its back. While it has more than half its hit points remaining, it has resistance to radiant damage. The first time each round the kami takes damage, its shrine bells toll: the nearest enemy within 30 feet must make a DC 14 Constitution save or take 5 (2d4) thunder damage.
Actions
Multiattack. The kami makes two Rending Claw attacks. If both hit the same target, the target is knocked prone.
Rending Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Crushing Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength save or be grappled (escape DC 15).
Bonus Actions & Reactions
Omen of Ruin (1/turn). When a creature the kami can see within 30 feet rolls a natural 1 on an attack or save, the kami may use its reaction to deal 7 (2d6) necrotic damage to that creature as misfortune feeds it.
A village shrine grown monstrous: a tile-roofed temple riding the spine of a colossal stone shishi-beast, its tusked maw agape and its eyes burning cold cyan as votive bells swing from its limbs.
Magatsuhi no Kami, Bound
Companion · acts on your initiative
Bound · GUIDELINEBloodroot (signature). When a creature within 5 feet of Magatsuhi no Kami takes damage, Magatsuhi no Kami regains 3 hit points as its roots drink the spilled lifeforce.
Actions
Ensnaring Branch. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14).
Reactions
Drain the Caught. When a creature grappled by Magatsuhi no Kami starts its turn, Magatsuhi no Kami may deal 5 (1d8 + 1) necrotic damage to it and gain that many temporary hit points.
A withered tree that turned monstrous feasting on the blood of the fallen, its roots and limbs now serving the Calamity-Kami as living snares.
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 by lumbering into the densest cluster so Aura of Calamity blankets the party, then claw the squishiest target. Kill-priority: whoever has the lowest AC, since disadvantage stacks against them. Pair it with a flagship Ashura boss; alone it is a slow brute the party can kite.
Open with Crushing Bite on the frontliner to grapple them inside the Aura of Calamity, then claw to knock prone. When bloodied it loses the radiant resistance from Walking Shrine, so radiant DPS should hold until then. This is the calamity piece, not the centerpiece, run it beside a bigger Ashura general.
Open by wading into the back line; grapple a caster with Crushing Bite to choke their concentration. Spend Omen of Ruin every time someone fumbles to punish bad rolls. Kill-priority: free the grappled ally first, then burst it past bloodied to strip its defenses.
Put Magatsuhi no Kami 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 Magatsuhi no Kami?
Natively CR 6 (Tier 2, ~levels 5-10): AC 16, 136 HP, +7 to hit, save DC 14, about 30-40 damage per round across two claws or a grappling bite. Use the Tier 1 line (CR ~2) for levels 1-4 or the Tier 3 line (CR ~11) for levels 11-15; the traits stay the same and only the numbers move.
Can Magatsuhi no Kami be a companion or ally?
Yes, but it is a dangerous one. As a chaotic calamity-kami it can be bound or bargained with rather than commanded; point it at an enemy and hope the misfortune lands on the right side. Its Bloodfed Sapling, Jubokko, makes a more controllable companion for a villainous warlord or a corrupted druid.
Is Magatsuhi no Kami a solo boss?
No. It is built as an add-on calamity piece for a flagship Ashura encounter, not a centerpiece, so it has no legendary actions and should be paired with a bigger threat. To run it solo against a full party, advance it to the Tier 3 line and grant it legendary actions to act between players' turns.
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
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