This time in Epic Monsters we're going after the truth-telling lion, goat, or cattle seen in various parts of Asian mythology: the xiezhi!
Known by different names in different places—xiezhi in China, kaichi or shin’yō in Japan, or haetae, haitai, or haechi in ancient Korea—the xiezhi is a symbol of law and protection. It’s said that one dwelled amongst the court of Emperor Shun during the Han Dynasty, kept by the minister Gao Yao, but no matter where one looks its main quality remains the same: it inherently knows lies from truth, butting up against whoever is using deception or simply in the wrong. Its descriptions change as well—sometimes it has scales, sometimes sharp scales, sometimes it’s more like cattle, others more feline or goat-like. Usually I think it's got a horn however the best piece of artwork I could find for it doesn't have one.
Design Notes: There’s definitely an implication that this might fit as a fey creature, but that opens up conjure fey and nobody wants to completely undo intrigue with a truth-telling friend only a summoning spell away so we’re going with monstrosity instead. Otherwise it’s getting the traits of the animals mythology kins to it, with a little bit of tweaking to knit them together a bit better. Let’s do the numbers! The DMG comes in a little lower (at 3.25) than the Blog of Holding’s 3.8333, averaging out to 3.54. It’s definitely not a pushover CR 3, but that feels about right. Probably a good bet that direct combat really isn’t in the cards for the xiezhi anyway—but it’ll put up a hell of a fight when a group of adventurers or other ne’er-do-wells try to kidnap it before their appearance in court.
Armor Class 14 (natural armor)
Hit Points 76 (9d10+27)
Speed 50 ft.
Skills Perception +3, Stealth +6
Senses Passive Perception 13
Languages —
Challenge 3 (700 XP)
Charging Pounce. If the xiezhi moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the xiezhi can make one claw attack against it as a bonus action.
Keen Smell. The xiezhi has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The xiezhi’s weapon attacks are magical.
Pounce. If the xiezhi moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
Running Leap. With a 10-foot running start, the xiezhi can long jump up to 25 feet.
Sure-Footed. The xiezhi has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Truth Sense. The xiezhi immediately knows when a creature it can hear speaks a deliberate lie.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
Known by different names in different places—xiezhi in China, kaichi or shin’yō in Japan, or haetae, haitai, or haechi in ancient Korea—the xiezhi is a symbol of law and protection. It’s said that one dwelled amongst the court of Emperor Shun during the Han Dynasty, kept by the minister Gao Yao, but no matter where one looks its main quality remains the same: it inherently knows lies from truth, butting up against whoever is using deception or simply in the wrong. Its descriptions change as well—sometimes it has scales, sometimes sharp scales, sometimes it’s more like cattle, others more feline or goat-like. Usually I think it's got a horn however the best piece of artwork I could find for it doesn't have one.

Design Notes: There’s definitely an implication that this might fit as a fey creature, but that opens up conjure fey and nobody wants to completely undo intrigue with a truth-telling friend only a summoning spell away so we’re going with monstrosity instead. Otherwise it’s getting the traits of the animals mythology kins to it, with a little bit of tweaking to knit them together a bit better. Let’s do the numbers! The DMG comes in a little lower (at 3.25) than the Blog of Holding’s 3.8333, averaging out to 3.54. It’s definitely not a pushover CR 3, but that feels about right. Probably a good bet that direct combat really isn’t in the cards for the xiezhi anyway—but it’ll put up a hell of a fight when a group of adventurers or other ne’er-do-wells try to kidnap it before their appearance in court.
Xiezhi
Large monstrosity, lawful neutralArmor Class 14 (natural armor)
Hit Points 76 (9d10+27)
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
19 (+4) | 15 (+2) | 17 (+3) | 4 (–3) | 12 (+1) | 8 (–1) |
Senses Passive Perception 13
Languages —
Challenge 3 (700 XP)
Charging Pounce. If the xiezhi moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the xiezhi can make one claw attack against it as a bonus action.
Keen Smell. The xiezhi has advantage on Wisdom (Perception) checks that rely on smell.
Magic Weapons. The xiezhi’s weapon attacks are magical.
Pounce. If the xiezhi moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.
Running Leap. With a 10-foot running start, the xiezhi can long jump up to 25 feet.
Sure-Footed. The xiezhi has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Truth Sense. The xiezhi immediately knows when a creature it can hear speaks a deliberate lie.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.