This site is games | books | films

Tsukumogami, Eri-tate-goromo

The bundle of priestly robes moves and shifts, shaping itself into a vaguely bird-like form. The pointed collar is elongated and folds over the front like a beaked nose, and two beady eyes glare from behind it.

Source Demiurge113
Originally posted on Probing the Membrane of Science

Objects that survive long enough can become invested with a personality, and the robes of priests are no exception. Those vestments that become transformed into eri-tate-goromos are those that are passed down through generations of the priesthood, but this effect is not sufficient to imbue a garment with life. Only robes possessed by multiple generations of prideful clergy are so transformed, the self-satisfaction and confidence of the robes – owners becoming a part of the clothing itself. Such creatures are likely to crawl away as soon as they become aware, convinced that they could do a better job tending to the spiritual needs of the community than their owners.

Eri-tate-goromos brook little insolence or competition, and prefer to be in situations where they are the only source of faith in town. These creatures often patch together hodge-podge faiths based on folk traditions and local practices, scoffing at the ignorance of those who disbelieve. The tendency for divine magic to fail around them serves them as evidence for their grandiose claims of divine truth and may easily encourage their veneration by the laity. They are craven creatures, preferring negotiation or flight to a direct confrontation, but will defend themselves with heavy slams and magic if cornered.

The only religious authority an eri-tate-goromo can stand is another eri-tate-goromo, and when these creatures encounter each other, they form odd confederations and syncretic faiths. It is not unknown for a traveler to seek the wisdom of a remote college of scholars only to discover a gang of bickering eri-tate-goromos seeking new converts.

Eri-Tate-Goromo CR 5
XP 1,600

CN Small construct (tsukumogami)

Init +1; Senses darkvision 60 ft., Perception +4

Aura interdiction (30 ft., DC 16)
DEFENSE
AC 16, flat-footed 14, touch 16 (+1 size, +1 Dexterity, +1 Dodge, +3 deflection)

hp 69 (7d10+21 plus 10)

Fort +5, Ref +6, Will +9

DR 5/slashing; Defensive Abilities sacred shield, soul-powered

Weakness haunted
OFFENSE
Speed 20 ft.

Melee slam +9 (1d4+3)

Spells CL 5th, concentration +8 (+12 casting defensively)  

2nd (5/day) – enthrall (DC 15), spiritual weapon  

1st (7/day) – command (DC 14), cure light wounds, inflict light wounds (DC 14), sanctuary (DC 14)  

0th – detect magic, light, mending, purify food and drink, read magic, stabilize
STATISTICS
Strength 15, Dexterity 13, Constitution -, Intelligence 15, Wisdom 14, Charisma 16

Base Atk +7; CMB +8; CMD 23 (cannot be tripped)

Feats Combat Casting, Dodge, Iron Will, Nimble Moves

Skills Bluff +4, Diplomacy +4, Knowledge (local) +6, Knowledge (religion) +6, Perception +4, Spellcraft +4, Stealth +7

Languages Common, Celestial, Draconic

SQ compression
ECOLOGY
Environment urban

Organization solitary, pair or cloister (3-6)

Treasure standard
SPECIAL ABILITIES
Aura of Interdiction (Su) Any time a creature attempts to cast a divine spell within 30 ft. of an eri-tate-goromo, it must succeed a DC 16 Will save or lose the spell. The spell is expended, but it has no effect. Eri-tate-goromos are immune to their own auras of interdiction and the interdictions of other eri-tate-goromos.  

Sacred Shield (Su) An eri-tate-goromo gains a deflection bonus to AC and a resistance bonus to its saves equal to its Charisma modifier.

Spells An eri-tate-goromo casts spells as a 5th level oracle. It does not gain any other oracle class abilities, such as a mystery or revelations, from this ability.
Scroll to Top