Kami Dorotabo
“Beware the Dorotabo: Haunting fields by night, this vengeful spirit of neglected farmers seeks justice!”
Appearance: The Dorotabo is a haunting figure, resembling a humanoid form shrouded in muck and decay. Its body is cloaked in mud-streaked garments, tattered and worn from years of neglect. Its face, twisted with anguish and resentment, bears the scars of exhaustion and toil, with hollow eyes that gleam with an otherworldly light.
Behavior: A harbinger of retribution, the Dorotabo roams the fields under the cover of night, its presence whispered among the rustling crops. It is a solitary entity, driven by the anguish of its past and the thirst for justice. Despite its sorrowful appearance, it harbors a deep-seated resentment towards those who mistreat the land or exploit laborers.
Habitat: The Dorotabo is most often encountered in rural landscapes, particularly in fields and farmland where neglect and mistreatment have left their mark. It shuns the light of day, preferring the shadowy confines of the countryside where it can exact its vengeance unseen.
Modus Operandi: Under the cover of darkness, the Dorotabo emerges from the depths of the earth, its form wreathed in ethereal mist. It haunts the fields, leaving behind a trail of desolation and ruin in its wake. Crops wither and die at its touch, and structures collapse under the weight of its silent fury.
Motivation: Driven by the injustices of the past, the Dorotabo seeks to right the wrongs inflicted upon the land and its laborers. Its motivations are fueled by a sense of righteous anger and a desire for retribution against those who would exploit the earth for their own gain.
Dorotabo 5e
Dorotabo Pathfinder
Dorotabo
Medium Undead (Spirit), Neutral
Armor Class: 15 (Natural Armor)
Hit Points: 82 (11d8 + 33)
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 14 (+2) | 12 (+1) |
Saving Throws: Wis +5, Cha +4
Skills: Perception +5, Stealth +4
Damage Resistances: Necrotic
Damage Immunities: Poison
Condition Immunities: Poisoned, Exhaustion, Frightened
Senses: Darkvision 60 ft., Passive Perception 15
Languages: understands Common and one other language (usually Japanese) but can’t speak
Challenge: 4 (1,100 XP)
Incorporeal Movement. The Dorotabo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Ethereal Sight. It can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Rejuvenation. If it Dorotabo has been destroyed, it regains all its hit points after 24 hours unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Turn Resistance. It has advantage on saving throws against any effect that turns undead.
Actions
Multiattack. The Dorotabo makes two attacks: one with its Ethereal Touch and one with its Wail.
Ethereal Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 3) necrotic damage.
Wail (Recharge 5-6). It emits a terrifying wail. Each non-undead creature within 30 feet of the Dorotabo that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possess Corpse. It targets one corpse it can see within 5 feet of it and that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the Dorotabo’s control and acts immediately after the Dorotabo in the initiative order. The specter remains in the Dorotabo’s control until the Dorotabo is destroyed, the specter is destroyed, or the target revives.
Legendary Actions
The Dorotabo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Dorotabo regains spent legendary actions at the start of its turn.
Ethereal Movement. The Dorotabo moves up to its speed without provoking opportunity attacks.
Ethereal Stride (Costs 2 Actions). The Dorotabo and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Terrifying Visage (Costs 2 Actions). Each creature of the Dorotabo’s choice within 60 feet of it and aware of it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Dorotabo’s Terrifying Visage for the next 24 hours.
As if growing from the muddy ground, the head and torso of a skeletal humanoid bursts forth. One of its eye sockets is empty, and the other glares balefully.
Source Demiurge113
Originally posted on Probing the Membrane of Science
Due to their grotesque appearance, many believe the specters known as dorotabo to member among the undead. They are in fact a form of Kami, devoted to protecting the sanctity and the productivity of agricultural land. Most dorotabo keep as their ward a rice paddy, although some dwell in orchards or fields of other grains.
When a dorotabo is pleased, they are rarely seen – their effects felt only by the reduction of pests and the high yields of crops. When a field guarded by a dorotabo is tended by a slothful or profligate farmer, however, they make their displeasure known with appearances intended to either shame owners into improving their performance or frighten them into leaving and selling the land to someone more worthy.
Kami Dorotabo CR 4 |
XP 1,200 LN Medium outsider (Kami, native) Init +1; Senses darkvision 60 ft., Perception +10 Aura frightful presence (DC 14, 30 ft.) |
DEFENSE |
AC 15, touch 11, flat-footed 14 (+1 Dexterity, +4 natural) hp 47 (5d10+20) Fort +8, Ref +4, Will +6 DR 5/cold iron and bludgeoning; Immune bleed, mind-influencing effects, petrification, polymorph; SR 15 |
OFFENSE |
Speed 20 ft., burrow 20 ft., Swim 20 ft. Melee 2 claws +8 (1d4+3) Ranged mudball +6 touch (entangle) Spell-like Abilities CL 5th, concentration +7 At will – speak with plants 3/day – fog cloud, quench (DC 15), soften earth and stone 1/day – plant growth |
STATISTICS |
Strength 17, Dexterity 13, Constitution 18, Intelligence 10, Wisdom 15, Charisma 14 Base Atk +5; CMB +8; CMD 19 (cannot be tripped) Feats Lightning Reflexes, Point Blank Shot, Precise Shot Skills Intimidate +10, Knowledge (local) +8, Perception +10, Stealth +9, Survival +10, Swim +19 Languages Common, Sylvan SQ merge with ward, ward (cultivated land of 2.5 acres or smaller) |
ECOLOGY |
Environment agricultural land Organization solitary, pair or coalition (3-6) Treasure standard |
SPECIAL ABILITIES |
Mudball (Ex) As a standard action, a dorotabo can throw a lump of mud at an opponent within 30 feet. A creature struck by this mud is entangled for 5 rounds, and must succeed a DC 16 Fortitude save or be sickened for 1 round. At least a gallon of water washes off the mud and ends the entangled effect. The save DC is Constitution based. |