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KodamaCreature 5


NGSmallKamiSpirit
Source Pathfinder Bestiary 3
Perception +16 (darkvision)
Languages Common, Speak With Plants, Telepathy 50 Feet
Skills Acrobatics +11, Athletics +11, Nature +14, Stealth +13, Survival +14
Str +2, Dex +4, Con +5, Int +0, Wis +5, Cha +4

AC 21 +1 status vs. evil creatures; Fort +12; Reflex +11; Will +14; +1 status to all saves vs. evil creatures
HP 95
Speed 25 feet
Weaknesses Coldiron 5
Resistances Evil 5

Fist One Action +13 (+9, +5) to hit (agile, finesse) 2d6+4 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 50 feet (aura, divination, magical)

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 (abjuration, 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.

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, enchantment, visual)

30 feet Aura


When a creature ends its turn in the aura, it must attempt a DC 23 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. 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 (abjuration, 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 evil damage (though this is usually relevant only if the kami is good-aligned), a +1 status bonus to AC against evil creatures, and a +1 status bonus to saving throws against effects from evil 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 other rope 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 of the kodama's forest.


Divine Innate Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Ghost Sound
2nd Level: Tree Shape
4th Level: Speak with Plants (Constant)
5th Level: Tree Stride


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 qualms about desecrating forests or harvesting them for natural resources. Like trees in a forest, kodama are most powerful in great numbers and among other kami, whom they can bolster with their magical straw ropes while distracting strong enemies with their mesmerizing presence.

On the other hand, kodama bear no ill will toward those who respect their wards, even allowing druids and other deferential creatures to dwell within their bounds. They might even subtly guide lost travelers out of the forest or back to safety.


Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.


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.