Kokopelli — The Wandering Flute Player

Kokopelli playing his flute above a Southwestern canyon as rain falls beneath a rainbow

At a Glance

IdentityKokopelli — wandering flute-player and bringer of restless change
Regional traditionSouthwestern North America; Hopi-associated names and wider Puebloan flute-player imagery are distinct and must not be treated as one uniform tradition
Divine standingLocal roaming sacred power; Chaotic Neutral
PortfolioFlute music, wandering, fertility and renewal, seasonal change, risky bargains and unexpected meetings
Divine homeThe Wind-Thread Canyons in the Beastlands; a private sanctuary, not a shared throne-world for every North American sacred power
EmblemA humpbacked flute-player encircled by sun, wind and sprouting maize; an original campaign emblem, not an official symbol of any Pueblo community
Clerical concernsTrickery, Travel and Luck (where these domains exist)
In the worldTravellers report a tune ahead of summer rain; messengers disappear from familiar routes and return carrying seeds from distant valleys
Painted circular symbol showing a humpbacked flute-player, sun, wind and growing maize in ochre and turquoise
Kokopelli’s painted emblem.

He arrives before the rain, then leaves by a road that no longer exists. In the desert countries of the Southwest, Kokopelli is a wandering presence. A flute begins to sound over dry terraces, a stranger arrives with seed for a hungry village, and a quarrel that should have been settled by force ends in an impossible bargain. His gifts change lives. They are not without demands.

What Is Happening Right Now?

On the edge of a cliff settlement, a spring that has never failed has gone quiet. The keeper blames outsiders who crossed the old footpath; traders insist the water was diverted upstream. A young flute player has heard Kokopelli’s melody at midnight and will guide the party to a hidden cleft only if they first restore a stolen ceremonial pouch. Meanwhile, two families claim the same planted field, and the coming rain will determine which crop survives.

Three truths drive the crisis: the pouch was taken by a desperate household trying to obtain seed; the spring has a natural blockage that can be cleared; and the melody warns of a storm the village cannot survive without repairing its terraces. Kokopelli does not arrive to solve all three problems. He makes it possible for mortals to hear what their neighbours have not said.

The Flute-Player and the Many Traditions

The distinctive hump-backed flute-player occurs in ancestral Southwestern rock art, while names and ceremonial figures associated with Kokopelli and Kookopölö belong to specific later Hopi and neighbouring contexts. These images and stories are not interchangeable. No single story explains every carved flute-player, and the meanings of the older images remain debated.

In the world, Kokopelli is one real wandering power whose appearances have inspired some of these stories. That is not a claim that every carved flute-player depicts him or that every Pueblo society worships the same god. His name is not an alias for Coyote or the Mesoamerican god Huehuecoyotl. Each belongs to their own stories and communities.

Kokopelli’s humor is not harmless. A bargain may bring rain to one valley and force a neighbour to share a dwindling reservoir. Fertility in his keeping includes seeds, herd renewal and gardens as well as births. He does not turn people into jokes against their will merely to amuse a distant divine audience.

The Wind-Thread Canyons

Kokopelli keeps a narrow refuge in the Beastlands: red walls that sing without wind, a string of waterholes never mapped in the same order twice, and a trail of seed-bearing birds. It is a travelling sanctuary rather than a palace. The place has no monarch’s court, and no traveller is asked to swear loyalty to an invented common pantheon of North America.

Entering: a living traveller carrying water for another person may hear the path at the end of a long dry walk. Law: no gift may be claimed without allowing the giver to speak its terms. Exit: the last tune directs a traveller back to a real spring or road, never to an invented location needed for the plot.

Estate effects: Within one mile of his refuge, low melodies indicate the nearest safe water at dusk; seed stored in honest communal granaries remains viable through one extra dry season; theft from a guest is revealed by an echo repeating the stolen object’s sound. These effects cease if Kokopelli withdraws his protection, and they do not replace weather or survival checks elsewhere.

Dealing with Kokopelli

He appears as a hunched traveller whose flute is wrapped in cloth. The hump is his burden of gifts and obligations, not a physical punch line. He asks a question before offering anything: Whose water did you drink on the road here? The answer matters more than rank or wealth.

Worship and hospitality: Songs, welcome to travellers, shared food and care for seed are his recurring concerns. Do not invent a pan-Indigenous priesthood, a compulsory festival or a single ceremonial calendar. The villages that know a particular story decide its own customs.

Allies: water keepers, travellers, growers, musicians and those repairing a harm they caused. Opponents: hoarders who destroy another community’s water rights, oath-breakers on the road and rulers who punish speech before hearing it. His quarrels are local and personal.

Divine gift: Seed of the Returning Path. A one-use blessing that allows its bearer to find a previously travelled water source within 24 hours (even in darkness), provided the source still exists and the route remains physically passable. It does not conjure water or defeat a sealed planar boundary.

Divine Mechanics

The following statistics represent Kokopelli himself, not an avatar or borrowed monster. Use the rules of one edition at a time. Lesser bargains and musical signs rarely require battle; confronting him in his own refuge is a serious undertaking.

Kokopelli — D&D 2024

Medium Celestial (Deity), Chaotic Neutral
AC 23 (divine agility) · Initiative +8 (18) · HP 414 (36d8 + 252) · Speed 40 ft., fly 60 ft. (hover) · CR 23 (50,000 XP; PB +7)

AbilityScoreMod.Save
STR16+3+3
DEX26+8+15
CON24+7+14
INT22+6+6
WIS26+8+15
CHA28+9+16

Skills: Insight +15, Perception +15, Performance +23, Persuasion +16, Stealth +15, Survival +15 · Resistances: cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical attacks · Immunities: Charmed, Frightened · Senses: Truesight 120 ft., passive Perception 25 · Languages: the languages of peoples with whom he is speaking; telepathy 120 ft.

Traits

Legendary Resistance (3/Day). Kokopelli can choose to succeed on a failed saving throw. Flute Without Walls. The music is audible in a 120-foot radius unless he decides otherwise. The flute is part of his divinity; disarming him of a mundane instrument does not suppress his powers. Desert Paths. He ignores difficult terrain made by sand, loose rock or natural vegetation and can move through another creature’s space without provoking an Opportunity Attack once on each of his turns.

Actions

Multiattack. Kokopelli makes three Reed-Light attacks. Reed-Light. Ranged Spell Attack: +16 to hit, range 120 ft.; Hit: 27 (4d8 + 9) Psychic damage. A creature hit cannot take an Opportunity Attack against Kokopelli until the beginning of his next turn.

Rain-Song of the Returning Seeds (Recharge 5–6). Each enemy of his choice within a 60-foot-radius Sphere centered on a point he can see within 120 feet makes a DC 24 Wisdom saving throw. On failure it takes 63 (14d8) Thunder damage and is Incapacitated until the start of its next turn as memory and music overwhelm it; on success it takes half damage and is not Incapacitated. Friendly creatures in the same area instead regain 28 (8d6) Hit Points, and nonmagical fires in the area are extinguished. This is a magical sound effect, not weather control over the whole region.

Spellcasting. Charisma spellcasting, DC 24, spell attack +16; no material components. At will: Dancing Lights, Longstrider, Pass without Trace; 3/day each: Plant Growth, Freedom of Movement, Greater Invisibility; 1/day each: Heroes’ Feast, Mislead, Foresight. Concentration and action requirements follow each spell.

Bonus Action

Hidden Turn. Kokopelli teleports up to 40 feet to an unoccupied space he can see that lies on natural ground, a trail or a cultivated field; a rain-scented afterimage lingers until the end of his turn.

Reaction

The Other Road. When a creature he can see within 60 feet makes an attack roll against Kokopelli’s ally, but before the roll is made, Kokopelli imposes Disadvantage on that roll. If the attack then misses, the ally can immediately move up to 10 feet without provoking Opportunity Attacks.

Legendary Actions (3/Round)

At the end of another creature’s turn, use one: Step (1): move up to half speed. Reed-Light (1): make one Reed-Light attack. Turn the Measure (2): one creature within 60 feet makes DC 24 Wisdom save; on failure its Speed becomes 0 until the end of its next turn. Kokopelli regains all three uses at the beginning of his turn.

Cleric Domain and Domain Spells

Trickery Domain (D&D 2024): A cleric chooses this subclass at cleric level 3. The following official spells are always prepared at the indicated cleric levels: 3rd: Charm Person, Disguise Self, Invisibility, Pass without Trace; 5th: Hypnotic Pattern, Nondetection; 7th: Confusion, Dimension Door; 9th: Dominate Person, Modify Memory. The official subclass also has Invoke Duplicity (level 3), Trickster’s Transposition (level 6) and Improved Duplicity (level 17). These are the cleric’s published mechanics; Kokopelli’s rain, flute and movement abilities are his own, not additional free class features.

Kokopelli — D&D 2014

Medium Celestial, Chaotic Neutral · Armor Class 23 · Hit Points 414 (36d8 + 252) · Speed 40 ft., fly 60 ft. (hover) · Challenge 23 (50,000 XP; proficiency +7)

STRDEXCONINTWISCHA
16 (+3)26 (+8)24 (+7)22 (+6)26 (+8)28 (+9)

Saving Throws: Dex +15, Con +14, Wis +15, Cha +16. Skills: Insight +15, Perception +15, Performance +23, Persuasion +16, Survival +15. Damage Resistances: cold, fire, lightning, thunder and bludgeoning, piercing and slashing from nonmagical attacks. Condition Immunities: charmed, frightened. Senses: truesight 120 ft.; passive Perception 25. Languages: regional languages, telepathy 120 ft.

Traits

Legendary Resistance (3/Day). If he fails a saving throw, Kokopelli can choose to succeed instead. Unfollowed Road. He ignores nonmagical difficult terrain caused by sand, rocks and vegetation and can move through hostile creatures’ spaces during his turn without provoking opportunity attacks once per round.

Actions

Multiattack. Three Reed-Light attacks. Reed-Light. Ranged Spell Attack: +16 to hit, 120-foot range, one creature; Hit: 27 (4d8 + 9) psychic damage. The creature cannot make opportunity attacks against Kokopelli until the start of his next turn.

Rain-Song of Returning Seeds (Recharge 5–6). Creatures chosen by Kokopelli inside a 60-foot-radius sphere centered on a point within 120 feet must make a DC 24 Wisdom saving throw, taking 63 (14d8) thunder damage and becoming incapacitated until the beginning of their next turn on a failure, or half damage and no condition on success. Chosen allies instead recover 28 (8d6) hit points. This is the god’s own supernatural action, not an ordinary 2014 spell.

Innate Spellcasting. Charisma, save DC 24, attack +16; no material components. At will: Dancing Lights, Longstrider, Pass without Trace; 3/day each: Plant Growth, Freedom of Movement, Greater Invisibility; 1/day each: Heroes’ Feast, Mislead, Foresight.

Bonus Action and Reaction

Hidden Turn (Bonus Action). Teleport to an unoccupied space up to 40 feet away on natural earth or a path he can see. The Other Road (Reaction). When a creature Kokopelli can see within 60 feet makes an attack roll against an ally, but before the roll is made, impose disadvantage on the roll. If the attack misses, the ally can immediately move up to 10 feet without provoking opportunity attacks.

Legendary Actions (3)

Kokopelli takes one option at the end of another creature’s turn: Step (cost 1), move at half speed; Reed-Light (cost 1), one ranged spell attack; Change the Rhythm (cost 2), a creature within 60 feet makes a DC 24 Wisdom saving throw or has its speed reduced to 0 until the end of its next turn. He regains legendary actions at the start of his turn.

Divine Domain and Domain Spells

Cleric Domain: Trickery (2014); the normal official domain spells are 1st cleric level: Charm Person and Disguise Self; 3rd: Mirror Image and Pass without Trace; 5th: Blink and Dispel Magic; 7th: Dimension Door and Polymorph; 9th: Dominate Person and Modify Memory. Use the normal Trickery Domain features, not the deity’s personal combat actions.

Kokopelli — Pathfinder 1e

CR 26 / MR 6 · XP 2,457,600 · CN Medium outsider (chaotic, extraplanar, mythic), outsider 20 / bard 14. The printed CR includes the +3 adjustment from MR 6 over the underlying CR 23 encounter. Init +18 (+8 Dex, +4 Improved Initiative, +6 Mythic Improved Initiative; may spend 1 mythic power to treat the initiative die as a natural 20); Senses darkvision 60 ft., true seeing; Perception +42

Defence

AC 44, touch 24, flat-footed 34 (+8 Dex, +12 natural including +6 mythic rank, +8 sacred armour, +4 deflection, +2 dodge from Dodge and Mythic Dodge); HP 505 (20d10 + 14d8 + 272, plus 60 mythic bonus hit points); Fort +24, Ref +29, Will +29; DR 15/epic; Immune charm, fear, disease; Resist electricity 20, cold 20; SR 37.

Offence

Speed 40 ft., fly 60 ft. (perfect); Melee +5 reed-staff +39/+34/+29/+24 (1d6 + 9 bludgeoning plus 4d8 sonic); Ranged enchanted flute-note +38 touch (8d6 sonic; 120 ft.); Space 5 ft.; Reach 5 ft.

Flute of Returning Rain (Su; standard action; 1/day). Kokopelli chooses up to eight creatures within a 60-foot burst at a point within 120 feet. Harmful targets make DC 36 Will saves (10 + half of 34 Hit Dice + Cha +9), taking 16d6 sonic damage and being staggered for 1 round on failure; save for half and no stagger. Allies chosen instead regain 6d8 + 20 hit points, limited by their normal maximum. Spell resistance applies to damaging creatures. The save uses Charisma.

Divine Spellcasting (Sp). CL 24th; concentration +33; save DC 19 + spell level. At will: Longstrider, Invisibility; 3/day: Plant Growth, Confusion, Freedom of Movement; 1/day: Mislead, True Seeing, Foresight. Spell-like abilities require their usual actions but no components.

Mythic Power (Su): 6/day, surge +1d8. Mythic rank 6 grants six daily uses (not the mythic hero’s tier allowance). A surge is an immediate action after a d20 roll and its result, adding 1d8; uses below also spend this same pool. Mythic Abilities (7): (1) Path Between Beats (Su; swift action; 1 power) teleport up to 60 ft. to a visible natural pathway without provoking; (2) Renewal Song (Su; immediate; 1 power) add a +6 insight bonus to one ally’s saving throw within 60 feet before its outcome is determined; (3) Impossibly Short Road (Su; standard; 1 power) grant up to six allies within 60 ft. a 30-ft. move that does not provoke; (4) Rainward (Su; immediate; 1 power) grant one visible creature within 60 ft. resistance 20 to one energy type until the end of the next round; (5) Seeds of Tomorrow (Su; standard; 1 power) restore 6d8+20 HP to a living creature touched, no effect on undead; (6) Unbroken Tune (Su; free action; 1 power) ignore magical silence for one round for his own music-based abilities; (7) Last Encore (Su; immediate; 2 power) when reduced below 0 HP, remain at 1 HP instead. These seven unique powers are original mythic-monster abilities, not player path abilities.

Statistics

Str 18, Dex 26, Con 26, Int 24, Wis 26, Cha 28; BAB +30; CMB +34; CMD 52; Feats Combat Casting, Dodge, Improved Initiative, Mobility, Skill Focus (Perform [wind]), Spell Focus (enchantment), Greater Spell Focus (enchantment), Quicken Spell-Like Ability (invisibility), Iron Will, Toughness, Alertness, Persuasive, Lightning Reflexes, Great Fortitude, Spell Penetration, Deceitful, Acrobatic (17 regular feats for 34 HD); Mythic Feats (3) Mythic Improved Initiative, Mythic Dodge, Mythic Skill Focus (Perform [wind]); Skills Bluff +43, Diplomacy +43, Knowledge (nature) +40, Perception +42, Perform (wind) +49, Sense Motive +42, Stealth +41, Survival +42; Languages tongues, telepathy 120 ft.; Other Special Qualities mythic rank 6, mythic power 6/day, surge +1d8, seven additional mythic abilities.

Domains and Domain Spells

Cleric domains: Trickery, Travel, Luck; Subdomains: Deception (Trickery), Exploration (Travel), Fate (Luck), where supported. Clerics choose their normal two domains. Trickery domain spells, levels 1–9 (Pathfinder Core): Disguise Self; Invisibility; Nondetection; Confusion; False Vision; Mislead; Screen; Mass Invisibility; Time Stop. Granted powers: Copycat and Master’s Illusion. The seventh- and eighth-level spells here follow Pathfinder 1e; do not substitute the D&D 3.5e list. See Pathfinder Core Rulebook — Trickery Domain.

Kokopelli — D&D 3.5e

CR 32 (provisional campaign encounter CR, not a published deity rating) · CN Medium outsider (chaotic, extraplanar) · Divine Rank 6 (lesser deity) · Hit Dice and Classes: 20 outsider HD / bard 20, 40 HD total · Init +13; Senses: supernatural divine senses to 6 miles, darkvision 60 ft. (personal divine trait); Listen +48, Spot +48

Defence

AC 61, touch 34, flat-footed 52 (+9 Dex, +19 natural [13 + divine rank 6], +6 divine, +9 deflection [Cha], +8 protective magic); HP 680 (maximum 20d8 + maximum 20d6 + 400 from Con, as required for deities); Fort +38, Ref +37, Will +36 (20 outsider HD, 20 epic bard levels, ability and divine rank modifiers). DR 20/epic; SR 38; Resistances: fire 11; Immunities: acid, cold, electricity, death effects, disease, poison, sleep, paralysis, petrification, mind-affecting effects, stunning, disintegration, energy drain, ability drain and ability damage, and effects that imprison or banish deities of rank 6+. As specified in the divine rules, a deity of equal or higher rank can overcome some divine immunities.

Offence

Speed 60 ft., fly 60 ft. (perfect); Melee +5 dancing reed-staff +44/+39/+34/+29 (1d6 + 8 bludgeoning plus 4d6 sonic); Ranged divine flute-note +45 ranged touch (8d6 sonic), range 120 ft.; Space/Reach 5 ft./5 ft.; Base Attack +20 (outsider HD); Epic Attack Bonus +10 (20 levels beyond character level 20); Grapple +39 (base +20, epic +10, Str +3, divine +6). Divine rank +6, Strength +3 and weapon enhancement +5 are included in melee attack bonuses. Only four iterative attacks are granted by base attack.

Divine Domain Spell-Like Abilities (Sp): all spells from the three granted domains (Trickery, Travel, Luck) at will; caster level 16 (10 + divine rank 6), save DC 25 + spell level (10 + spell level + Cha 9 + divine rank 6). Domain Powers: each usable 6/day unless its own rules allow more. Divine Travel: greater teleport at will, carrying himself and up to 600 lb. of objects; plane shift at will for himself and up to 100 lb. of objects. Those are baseline deity abilities, not bard spells.

Bard Spells Known (CL 20th). Save DC 19 + spell level, spell penetration against other divine beings subject to their defences. Example repertoire: 0—Dancing Lights, Detect Magic, Ghost Sound; 1st—Charm Person, Expeditious Retreat, Disguise Self; 2nd—Invisibility, Mirror Image, Suggestion; 3rd—Confusion, Dispel Magic, Haste; 4th—Freedom of Movement, Greater Invisibility, Dimension Door; 5th—Mislead, Greater Dispel Magic; 6th—Irresistible Dance, Greater Heroism. Apply normal bard spell slots, concentration and casting times.

Salient Divine Abilities (8)

Kokopelli has eight abilities under the 3.5e lesser-deity rule: six from divine rank and two bonus abilities. Divine Skill Focus (Perform [wind instruments]) grants +16 to checks with at least 23 skill ranks (already included in the skill total below); Divine Skill Focus (Survival) grants the same +16 with 23 ranks; Divine Inspiration grants courage or other emotions to up to six targets as described in its rules; Footsore (requires Travel Domain) imposes fatigue and reduced speed with a Fortitude DC 25 save; Gift of Life restores a mortal to life under the divine-rank rules; Know Secrets gives the deity the knowledge defined by that ability; Power of Nature controls wind, rain, temperature and earth tremors within six miles as specified by the salient ability; Automatic Metamagic (Extend Spell, bard spells) applies his chosen metamagic without raising the spell slot. These are SRD-named divine abilities; the decision to use a power on behalf of mortals still belongs to Kokopelli. D&D 3.5e Salient Divine Abilities.

Divine Aura, Senses and Realm

Divine Aura (Ex): up to 600 ft. (100 ft. × divine rank 6); a mortal resisting its calming or fear-inducing effect makes a Will save against DC 25 (10 + rank 6 + Cha +9). Remote Sensing: up to five sacred places or locations associated with his portfolio simultaneously; ordinary divine senses extend six miles. Portfolio Sense: events of wandering, music, renewal and meaningful chance are known as allowed for lesser deities, not future omniscience. Godly Realm: Wind-Thread Canyons in the Beastlands; realm effects follow the rules for an outer-plane divine estate. Immortality: does not age or require food, sleep or breathing.

Flute of Returning Rain (Su; 1/day). All enemy creatures Kokopelli chooses in a 60-ft.-radius spread within 120 feet make Will DC 39 saves. Failure: 16d6 sonic damage and stunned for 1 round; success: half damage, not stunned. Selected allies instead heal 6d8 + 20 hit points. Spell resistance applies to the harmful effect. The DC is a divine supernatural ability DC, not his bard spell save DC.

Skills, Feats and Domains

Abilities: Str 16, Dex 28, Con 30, Int 24, Wis 26, Cha 28. Skills (campaign totals): Bluff +48, Diplomacy +48, Knowledge (nature) +46, Listen +48, Perform (wind) +72 (includes the +16 Divine Skill Focus bonus), Sense Motive +48, Spot +48, Survival +62 (includes +16 Divine Skill Focus), Tumble +48. Feats: Dodge, Mobility, Improved Initiative, Skill Focus (Perform [wind]), Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Combat Casting, Negotiator, Improved Toughness, Epic Skill Focus (Perform [wind]), Epic Reflexes, Extend Spell, and the remaining legal feats for the 40-HD build. For exact skill-rank assignments, automatic actions and epic feat allocation, use the epic-level and divine-rank rules rather than treating the named sample feats as a complete character-sheet derivation.

Granted domains: Trickery, Travel, Luck. Trickery domain spells 1–9 (D&D 3.5e): Disguise Self, Invisibility, Nondetection, Confusion, False Vision, Mislead, Screen, Polymorph Any Object, Time Stop. Granted power: Bluff, Disguise and Hide are class skills. The seventh- and eighth-level spells are those of the 3.5e SRD, not the Pathfinder progression. Divine rank, salient abilities and divine immunity rules use the 3.5e divine rules.

Adventure Hooks

The Dry Road

A caravan has enough drinking water to reach the next settlement, but the well has vanished from every traveller’s memory. The music comes from a rock wall that hides an old footway. Restoring a marker opens the path; each caravan must then decide whether to keep the discovery secret or share it with villages farther south.

The Seeds Nobody Sold

Spring rains cause unusual corn to grow in three fields whose owners have sworn they never planted it. The seed came from a travelling pouch in exchange for a promise none of the households remembers making. Their ancestors agreed to feed strangers in hard years. The harvest will fail if they refuse hospitality when a fourth household arrives.

The Silent Flute

Two settlements expect Kokopelli’s tune before the seasonal storms. This year neither hears it. A flute-player lies ill between them and no one will tend her because she belongs to the rival valley. Helping her earns ordinary human trust; the supernatural answer comes only after the quarrel is addressed.

Travel and Local Law

Visitors remain subject to the land and community laws of the Southwest. Reaching a sacred site does not grant outsiders an automatic right to excavate it, take objects or publish restricted ceremonies. The great distances between river valleys, cliff settlements and desert routes are real obstacles, not an excuse to ignore the people who live along them. For a wider setting, follow North America and North American Pantheon.

Sources and Artwork

Background on ancestral Southwest flutes and instruments: US National Park Service — Prehistoric Music. On why flute-player figures should not all be assigned a single certain meaning: Utah State University — Flutes of the American Southwest and National Communication Association — Kokopelli and the Modern Icon. The campaign mythology, refuge, powers, creature statistics, gift and adventure hooks are original game material.

Historical drawing of a Hopi katsina figure, recorded in 1903, presented as an archival reference rather than Kokopelli’s campaign emblem
Historical reference: a Hopi katsina figure recorded in Jesse Walter Fewkes, Hopi Katcinas Drawn by Native Artists (1903), public domain. The figure should not be treated as interchangeable with every Kokopelli tradition.

The modern painted portrait and the circular flute-player emblem are original fantasy artwork held in the site’s library. The emblem is for the campaign, not an official historical or sacred symbol for the peoples of the Southwest.

Rules references: D&D 2024 monster stat block guide · D&D 2014 monster format · Trickery Domain by edition · Pathfinder 1e Mythic Monster Rules · Pathfinder 1e Cleric Domains · D&D 3.5e Divine Ranks and Powers · D&D 3.5e Salient Divine Abilities. These are rules references for original campaign statistics; Kokopelli is not an officially published creature in any of the four games.

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