The most powerful and well-known of the Japanese Tengu who were said to live in Mt. Kurama in Kyoto. The Kurama-Tengu are not only said to be exceptional warriors, but also have the ability to fend off disease and bring good luck. The king of the tengu, Sojobo, is one of the Mt. Kurama tengu, and in the 12th century was said to have taught the famous warrior Minamoto No Yoshitsune the arts of swordsmanship, tactics, and magic.
Kurama can be only obtained by evolving its predecessor Karasu and is one of the few demons in the game that can only be created via secondary evolution. Even though Karasu can only be created by evolving a Koppa, Karasu can be encountered in normal battles and persuaded to join. Therefore, it isn't necessary to begin with a Koppa to ultimately obtain a Kurama, but some of Koppa's skills will be missed if that step is skipped.
Shin Megami Tensei IMAGINE
Kurama Tengu can only be acquired through fusion, though variations appear in Shibuya's Celu Tower gold level instance. In the Mount Kurama instance accessed through Nakano, he is a central NPC and final boss for all levels. By gathering cords from the endchest, players are able to fuse a more powerful Kurama Tengu that learns a unique almighty spin move.
Shin Megami Tensei: Strange Journey
"A type of tengu said to have lived in Mt. Kurama in Kyoto. The most powerful and well-known of the tengu, they have the power to fend off disease and bring good fortune."
—Shin Megami Tensei: Strange Journey Compendium
Kurama Tengu regularly appear through Enemy Search in Sector Delphinus. However, his fusion requirements can be unlocked relatively early in the game, being a Special fusion between Koppa Tengu and Karasu Tengu.