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Chouchin-ObakeCreature 6


NEMediumKami
Source Pathfinder Bestiary 3
Perception +15
Languages Common
Skills Acrobatics +12, Deception +10, Stealth +16
Str +2, Dex +4, Con +4, Int +3, Wis +5, Cha +0

AC 24; Fort +12; Reflex +16; Will +15;
HP 75
Speed 0 feet (fly 20 feet)
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious
Resistances Physical 5

Tendril One Action +16 (+11, +6) to hit (finesse, reach 15) 2d8 Negative + 2d6 Fire
Flame One Action +16 (+11, +6) to hit (range increment 30) 2d4 Negative + 2d6 Fire

Lifewick Candle (aura, divine, necromancy, negative)

15 feet Aura


A ghostly blue flame within the chouchin-obake draws upon the life-force of the living to sustain themself.

At the start of the chouchin-obake's turn, each creature in the aura takes 2d6 negative damage (DC 26 basic fortitude save). The chouchin-obake regains an amount of Hit Points equal to the amount of damage taken by the single creature that took the most damage.

Shadowbind Reaction

Trigger A creature attempts to leave the chouchin-obake's Lifewick Candle aura during a move action


Effect The chouchin-obake attempts to bind the creature using their own shadow. The triggering creature must succeed at a DC 26 reflex save or become Immobilized until its next turn.

Constrict One Action

2d8 negative plus 1d6 fire, DC 26 basic 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.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A chouchin-obake takes the shape of a paper lantern with a horizontal split near the bottom from which a long tongue protrudes. Upon closer inspection, two eyes appear above the split mouth. Chouchin-obake are anomalous in that they don't awaken in the same way other tsukumogami do. Paper lanterns are nearly impossible to maintain for long enough to spawn tsukumogami. Instead, a chouchin-obake is a kind of fire kami that takes the form of a lantern's flame and inhabits a paper lantern when they manifest.


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 awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings.Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures.

Tsukumogami can commonly be found in areas with a strong cultural belief iin the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as "sleepless towns" due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.