Naizu-Ha
Small Fey (kami), neutral evil
Armor Class 17 (natural armor)
Hit Points 117 (18d6+54)
Speed walk +30
Challenge 6
Skills stealth +5
Condition Immunities blinded, grappled
Senses passive Perception 10
Languages Common, Sylvan
Special Abilities
Blunting Ambiance. Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result.
Dagger Form (1/Day). As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw.
Spider Climb. The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tripping Charge. If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action.
Actions
Multiattack. The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage.
Scissor Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Scythe Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Dagger Legs. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.
Source: Tome of Beasts 2 · OGL/Open