Kannijo
Creature 13 (unique) — undead, unholy, vampire
Pre-Remaster content. May include legacy alignment.
ShadeLANDAQUATICundeadvampire
In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price-for most who dare to show such hubris, the price is their own lives. Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister,
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +23; darkvision; breathsense (precise) 60 feet
Languages aklo, common, necril, tien
Skills acrobatics +23, athletics +23, deception +25, intimidation +25, nature +23, occultism +25, stealth +25
Str
+4
Dex
+6
Con
+3
Int
+4
Wis
+4
Cha
+6
Items The Snakebite
AC 34
Fort +20
Ref +25
Will +23
HP 180 (fast healing 10, void healing, one more breath)
Immunities death-effects, disease, paralyzed, poison, prone, sleep
Resistances physical (except duskwood) 10
Speed 15 feet, swim 15 feet (rigor mortis)
Offense
Melee Fangs (agile, finesse) +26, Damage 3d10 + 10 piercing plus Grab, Spirit Naga Venom
Abilities
Breathsense (Precise) 60 feet — A jiang-shi can't perceive living creatures beyond 5 feet except with their breathsense. A living creature within the listed range who holds its breath is Invisible to the jiang-shi for as long as it holds its breath. To hold its breath in this way, a creature must have one hand free to fully plug its nose or cover its mouth.
Coven (mental, occult) — A spirit naga adds Hallucination, Mind Probe, and Suggestion to their coven's spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.
Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.
If a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.
Fast Healing 10 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Harrowed Fulu — Unlike the typical jiang-shi, Kannijo's Warped Fulu has been replaced by a card from the Deck of Destiny—a replacement that has largely gone unnoticed by the vampire. Kannijo is immune to spells cast from a magic item without expending a spell slot, such as from a scroll or wand, and also gains the passive abilities granted from The Snakebite (but not its activation ability). A creature can Steal The Snakebite to remove it (DC 33). This immediately ends Kannijo's immunity to these effects, negates the card's passive effects, and removes Kannijo's fast healing. Kannijo can no longer use The Snakebite as its fulu, but can create a replacement warped fulu by spending 1 uninterrupted hour inscribing a strip of paper (or similar) with a writing instrument.
Jiang-Shi Vulnerabilities — All jiang-shi possess the following vulnerabilities.
Revulsion A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring the item for 1 round (similar to Raising a Shield). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
Bitter Epiphany A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to Bitter Epiphany for 1 minute.
Critical Success The jiang-shi is unaffected.
Success The jiang-shi is Stupefied 1 for 1 round.
Failure The jiang-shi is Stupefied 2 for 1 minute.
Critical Failure The jiang-shi is stupefied 2 and Confused for 1 minute.
Revulsion A jiang-shi can't voluntarily come within 10 feet of a brandished mirror or the sound of ringing handbells. A creature can Interact with a mirror or handbell to brandish or ring the item for 1 round (similar to Raising a Shield). If the jiang-shi involuntarily comes within 10 feet of an object of their revulsion, they gain the Fleeing condition, running from the object of their revulsion until they are 10 feet or farther from the object. After 1 round of being exposed to the object of their revulsion, a jiang-shi can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).
Bitter Epiphany A jiang-shi is afflicted by severe melancholia when reminded of their debased nature and the truth of their existential disconnection from living beings. When a jiang-shi sees an altar with at least 1 Bulk of food offerings to ancestor spirits, they must attempt a DC 25 Will save. They are then temporarily immune to Bitter Epiphany for 1 minute.
Critical Success The jiang-shi is unaffected.
Success The jiang-shi is Stupefied 1 for 1 round.
Failure The jiang-shi is Stupefied 2 for 1 minute.
Critical Failure The jiang-shi is stupefied 2 and Confused for 1 minute.
One More Breath (divine, void) — Unlike other undead, a jiang-shi isn't destroyed at 0 HP. Instead, they fall Unconscious and awaken in 1 minute with 1 Hit Point. Scattering at least 1 Bulk of glutinous rice or hen eggs on an unconscious jiang-shi destroys them permanently. If the jiang-shi was reduced to 0 HP by an attack from a weapon made of duskwood, they're destroyed immediately.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Drain Qi (divine) — A victim's drained condition value decreases by 1 every week. If the creature restricts their diet to glutinous rice for at least 1 day and spends 10 minutes dancing, jogging, or otherwise engaging in vigorous physical activity by succeeding at a DC 25 Athletics check, it reduces its drained condition by 1.
Manipulate the Green — Kannijo can use Inveigle against plant creatures normally immune to mental effects, and can communicate with inveigled plant creatures as if under the effects of Speak with Plants.
Rigor Mortis — The jiang-shi ignores difficult terrain and effects that would render them Prone. A jiang-shi can't take the Drop Prone action. When they Leap they don't trigger reactions that are normally triggered by move actions, such as Attacks of Opportunity.
Spirit Naga Venom (poison) — Saving Throw DC 33 Fortitude (DC 34 Fortitude against Off-Guard targets)
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Stupefied 1 (1 round)
Stage 2 3d6 poison damage and Stupefied 2 (1 round)
Maximum Duration 6 rounds
Stage 1 2d6 poison damage and Stupefied 1 (1 round)
Stage 2 3d6 poison damage and Stupefied 2 (1 round)
Grab —
Occult Spontaneous Spells DC 33, attack +25
6th Phantasmal Calamity, Spirit Blast, Teleport
5th Black Tentacles, Crushing Despair, Subconscious Suggestion, Synesthesia
4th Clairvoyance, Confusion, Dimension Door, Fly, Modify Memory
3rd Clairaudience, Dream Message, Mind Reading, Paralyze, Vampiric Touch
2nd Blur, Dispel Magic, Humanoid Form, Mirror Image, Telekinetic Maneuver
1st Charm, Command, Grim Tendrils, Phantom Pain, Unseen Servant
Cantrips (7th) Daze, Detect Magic, Mage Hand, Read Aura, Sigil
WORKS WELL WITH
AnvilLAND / AQUATICAn Anvil brings enemies to a standstill so the Shade can close its crippling 15-foot gap and deliver venom and Drain Qi.
WeaverLAND / AQUATICA Weaver slows and controls enemy movement so the slow Shade reaches its prey before the battle shifts position.
CrasherLAND / AQUATICA Crasher draws aggro and creates frontline chaos, granting the Shade cover to approach unseen and strike debilitated targets.
PUNISHES
✖ low Fortitude✖ trip reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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