Tsukumogami, Koto-furunishiKoto-furunishi CR 2Source Bestiary 5 pg. 252 XP 600 NG Tiny outsider (kami, native) Init +4; Senses darkvision 60 ft., low-light vision; Perception +7DefenseAC 22, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size) hp 18 (1d10+13); fast healing 5 Fort +3, Ref +6, Will +5 Defensive Abilities hardness 5; Immune construct traits,
petrification, polymorph; Resist acid 10, electricity 10,
fire 10OffenseSpeed 30 ft. Melee 2 slams +7 (1d4) Spell-Like Abilities (CL 1st; concentration +3) At will—decrepit disguise (self only), ghost sound,
mending, quintessence (self only)StatisticsStr 10, Dex 18, Con 17, Int 15, Wis 17, Cha 14 Base Atk +1; CMB +3; CMD 13 Feats Weapon Finesse Skills Bluff +6, Disguise +6, Knowledge (history) +6,
Perception +7, Perform (string) +8, Sense Motive +7, Sleight
of Hand +8, Stealth +16 Languages Common; telepathy 100 ft. SQ construction points (extra hit points), freeze, merge with
ward, ward (100-year-old koto)EcologyEnvironment any Organization solitary or band (1 plus 1–10 other tsukumogami) Treasure none (the koto-furunishi itself is a masterwork koto)DescriptionA koto-furunishi is a tsukumogami that forms from
a koto, also known as a long zither. Benevolent but shy,
koto-furunishi enjoy playing beautiful music for others,
especially attentive and caring owners, but never when
they are being observed. Their penchant for doing so often
leads to confusion as to the identity of the mysterious
musician. If mistreated, a koto-furunishi never retaliates
against its owner, but instead leaves its home to join a
band of other tsukumogami who will appreciate its music
more than its former owner.Creatures in "Tsukumogami" CategorySource Bestiary 5 pg. 252
When an object reaches the 100-year anniversary of its crafting, sometimes it forms an amalgam with a kami, creating a creature known as a tsukumogami. Tsukumogami run the gamut in personality, outlook, and function. Objects that are well kept and cared for often form curious and helpful tsukumogami. Most commonly, tsukumogami are mischievous and frightening but not actually malign. Tsukumogami formed from objects that have been abandoned, neglected, or misused are dangerous both to the humans around and to themselves, as their uncontrolled rage might eventually transform them into oni.
Creating a TsukumogamiTsukumogami is an acquired template that can be added to any <%MONSTER%Animated Object">animated object (referred to hereafter as the base creature). A tsukumogami retains all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: Base creature’s CR + 2.
Alignment: Any.
Type: The creature’s type changes to outsider (kami, native). Tsukumogami have good Reflex and Will saves, so increase the base creature’s Reflex and Will saves to 2 + 1/2 its Hit Dice + the relevant ability modifier.
Armor Class: A tsukumogami’s natural armor bonus increases by 2.
Hit Dice: Retain the base creature’s construct bonus hit points from size (if any). As outsiders, tsukumogami gain bonus hit points from high Constitution scores.
Spell-Like Abilities: Tsukumogami gain spell-like abilities based on their size, usable at will. The caster level is equal to the tsukumogami’s Hit Dice.
Special Qualities and Defensive Abilities: Because it grows additional features such as a tongue, arms, or legs, a tsukumogami gains the additional attack animated object quality without spending Construction Points, and all its attacks increase their damage dice by one step. A tsukumogami can gain 10 bonus hit points as an additional option costing 1 CP. It gains the freeze special quality. As kami, tsukumogami gain immunity to petrification and polymorph effects; resist acid 10, electricity 10, and fire 10; telepathy 100 feet; fast healing 5; merge with ward; and ward. Though a tsukumogami loses its construct type, it keeps its hardness, low-light vision, and all its construct immunities. It can still be affected by spells that affect objects or constructs. A tsukumogami is always merged with its ward, and unlike most kami, it forms an amalgam with its ward, so it can move and communicate while merged.
Ability Scores: A tsukumogami has a 15 Intelligence, 17 Wisdom, and 14 Charisma. A Medium tsukumogami receives a +4 bonus to Strength, a +4 bonus to Dexterity, and a Constitution score of 19. These ability scores are adjusted for size.
Skills: A tsukumogami has a number of skill points per racial Hit Die equal to 6 + its Intelligence modifier. Its racial class skills are the base outsider class skills plus Disguise, Knowledge (history), Perform (any one), and Sleight of Hand.
|