Ittan-Momen
Creature 2 — kami
Pre-Remaster content. May include legacy alignment.
ShadeSnareAERIALkami
Born from large pieces of cloth, ittan-momen flutter in the air, catching the last rays of the setting sun. Ittan-momen can awaken from any sufficiently large cloth, and many beautiful but cruelly-treated tapestries have lured unsuspecting victims to an untimely end. Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami. Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +7; darkvision, tremorsense (imprecise) 30 feet
Languages common
Skills acrobatics +8, deception +6, stealth +8
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+1
Cha
+0
AC 20
Fort +8
Ref +10
Will +5
HP 20
Immunities bleed, death-effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious
Resistances bludgeoning 5
Weaknesses slashing 5
Speed 0 feet, fly 30 feet
Offense
Melee Body (finesse) +10, Damage 1d8+2 bludgeoning plus Grab
Abilities
Tremorsense (Imprecise) 30 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Mundane Appearance — When not moving, such as during the day, the ittan-momen is nearly indistinguishable from normal cloth. They have an automatic result of 26 on Deception checks and DCs to pass as normal cloth.
Constrict — 1d8 bludgeoning, DC 18 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Engulf — DC 18 Reflex, 1d8+2 bludgeoning damage, Escape, Rupture 5
The ittan-momen can Engulf only one creature. They can Engulf a creature of a larger size so long as the creature's head can feasibly be covered by the ittan-momen's body.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
The ittan-momen can Engulf only one creature. They can Engulf a creature of a larger size so long as the creature's head can feasibly be covered by the ittan-momen's body.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Grab —
WORKS WELL WITH
FlankerLAND / AERIALA Flanker exploits the Shade's ambush grab to secure flanking advantage while the target is immobilized by constriction.
WeaverLAND / AERIALA weaver's area control forces movement past the Shade's disguised hiding spot, delivering a target into engulf range.
CrasherLAND / AERIALA Crasher capitalizes on the Shade's grabbed target with devastating follow-up damage while the target cannot escape.
PUNISHES
✖ low Perception✖ melee reliance
aerial lock restricts terrain pairing
Works well with · Punishes · Pairing advice
Unlock with Tactics
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