Kodama
Creature 5 — kami, spirit, wood
SnareWeaverLANDspiritkaminature
A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from civilization. In the Forest of Spirits in Minkai, for example, so many trees are possessed by kodama that a traveler might pass by hundreds, if not thousands, of these beings while journeying through a single acre of woodland. Kodama try their utmost to protect their sacred trees, but a single kodama is a minor obstacle to most oni or others who have no qual
Source: pathfinder-monster-core-2
Perception +15; darkvision
Languages common, empyrean; Speak with plants, Telepathy 50 feet
Skills acrobatics +11, athletics +11, nature +13, stealth +13, survival +13
Str
+2
Dex
+4
Con
+5
Int
+0
Wis
+4
Cha
+4
Items Spiritual Rope
AC 21 (+1 status vs. unholy creatures)
Fort +12
Ref +11
Will +13
+1 status to all saves vs. evil creatures
HP 95
Resistances unholy 5
Weaknesses cold-iron 5
Speed 20 feet
Offense
Melee Fist (agile, finesse) +13, Damage 2d6+4 bludgeoning
Abilities
Telepathy 50 feet (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Ward (divine) — Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.
A kodama's ward is a specific tree.
A kodama's ward is a specific tree.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Distracting Gaze (aura, divine, visual) — 30 feet. When a creature ends its turn in the aura, it must attempt a DC 21 Will save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait.
Success The creature is unaffected.
Failure The creature is Fascinated with the kodama. This condition ends if the creature ends its turn outside the aura.
Critical Failure As failure, plus the creature is Slowed 1 as long as it remains fascinated.
Success The creature is unaffected.
Failure The creature is Fascinated with the kodama. This condition ends if the creature ends its turn outside the aura.
Critical Failure As failure, plus the creature is Slowed 1 as long as it remains fascinated.
Spiritual Rope (divine) — The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces. A kami who wears a spiritual rope gains resistance 5 to damage from unholy creatures and effects and a +1 status bonus to AC and saving throws against unholy effects and attacks and effects from unholy creatures.
A kodama always wears a spiritual rope, and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one of the other two ropes of the kodama's choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it's taken outside the kodama's forest.
A kodama always wears a spiritual rope, and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one of the other two ropes of the kodama's choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it's taken outside the kodama's forest.
Divine Innate Spells DC 23, attack +15
5th Nature's Pathway
3rd Speak with Plants (Constant)
2nd One with Plants
Cantrips (5th) Figment
WORKS WELL WITH
AnvilLANDA frontline body keeps foes within the distracting gaze's range so this spirit can keep applying its Will-based control.
CrasherLANDA heavy striker punishes targets already distracted and unable to focus on defending themselves.
PUNISHES
✖ low Will✖ clumping
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kodama in the encounter builder — free, no install.
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