Ittan-momen
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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.
Attributes
description
Tsukumogami
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 in 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.
The Red Scarf
While generally mischievous, a tsukumogami might form a protective attachment to a person or family. A famous legend speaks of an ittan-momen born from a scarf that was inseparable from the great granddaughter of the woman who wove it. When she departed home to become a soldier, it’s said the ittan-momen protected her for many years, even holding her wounds closed in the midst of battle. This legend serves as the reason why a red scarf is seen as a symbol of luck, especially as a gift for those going into battle.
Ittan-momen
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.
immunities
bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious
senses
darkvision, tremorsense (imprecise) 30 feet
NMediumKami
- AC 20 Fort8Ref10Will5
- HP 20
Immunitiesbleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious
Weaknessesslashing 5
Resistancesbludgeoning 5
- 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.
- Speed— feet, fly 30 feet
- Melee
body 10 (finesse) Damage1d8+2 bludgeoning plus Grab
- Constrict
1d8 (1d8) bludgeoning, DC 18
The monster deals the listed amount of damage to any numbers of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
- Engulf
DC 18, 1d8+2 (1d8+2) bludgeoning, Escape DC 18, Rupture 5.
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 flat-footed 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. 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.