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Kami, Jakotsubaba

By Toriyama Sekien (鳥山石燕, Japanese, *1712, †1788) - scanned from ISBN 4-336-03386-2., Public Domain, https://commons.wikimedia.org/w/index.php?curid=2080991, Kami, Jakotsubaba
By Toriyama Sekien (鳥山石燕, Japanese, *1712, †1788) – scanned from ISBN 4-336-03386-2., Public Domain, https://commons.wikimedia.org/w/index.php?curid=2080991

An emaciated old woman stands here, clad in nothing more than rags. Her eyes glint with yellow light. Two immense serpents, one red and one blue, grow from her shoulders and wind around her arms.

Source Demiurge113
Originally posted on Probing the Membrane of Science

Jakotsubabas are Kami that guard the dead and protect them from both living marauders and the depredations of the undead. Although they can be found in large cemeteries, they are more frequently found warding a lonesome tomb or a mass grave hidden in the wilderness. Due to their emaciated forms, they are typically mistaken for undead creatures, but jakotsubabas are nothing of the sort and indeed despise the undead above all else. The unnatural aura of a jakotsubaba is typically sufficient to guard the bodies they protect from mundane predators, but either mortal or undead marauders must be repelled with force. Most jakotsubabas will begin by attempting to frighten away trespassers, but if this fails, they attack with the snakes growing from their bodies and swarms of phantasmal serpents conjured by their magic. Mortal intruders will typically be left unconscious by the jakotsubaba’s venom and dragged to a remote spot to recover or succumb to the elements.

Jakostubaba CR 8
XP 4,800

LN Medium outsider (Kami, native)

Init +9; Senses darkvision 60 ft., detect undead, Perception +17

Aura unnatural aura (30 ft.)
DEFENSE
AC 21, touch 14, flat-footed 17 (+4 Dexterity, +3 natural, +4 armor)

hp 93 (11d10+33); fast healing 4

Fort +10, Ref +7, Will +10

DR 10/cold iron; Immune bleed, mind-influencing effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 19
OFFENSE
Speed 30 ft.

Melee 2 snakebites +16 (2d4+4/19-20 plus poison)

Space 5 ft.; Reach 5 ft. (10 ft. with snakebites)

Spell-like Abilities CL 11th, concentration +16 (+20 casting defensively)

Constant – detect undead, mage armor

3/day – spectral serpent (DC 18)

1/day – disrupting weapon, mass cure moderate wounds (DC 21)
STATISTICS
Strength 18, Dexterity 19, Constitution 17, Intelligence 13, Wisdom 16, Charisma 20

Base Atk +11; CMB +15; CMD 29

Feats Combat Casting, Combat Reflexes, Dazzling Display, Improved Critical (snakebite) Improved Initiative, Weapon Focus (snakebite)

Skills Intimidate +19, Knowledge (religion) +15, Perception +17, Sense Motive +17, Spellcraft +15, Stealth +18, Survival +17

Languages Common, Celestial, telepathy 100 ft.

SQ merge with ward, ward (cemetery or gravesite)
ECOLOGY
Environment temperate land

Organization solitary

Treasure standard
Special Attacks
Poison (Ex)

bite- injury; save Fort DC 18; frequency 1/round for 6 rounds; damage 1d3 Dexterity; cure 2 saves. The save DC is Constitution based.

Spectral Serpent (Sp)

This spell functions as spiritual weapon, except that any creature struck must succeed a Reflex save (DC 18) or be entangled as 1 round as they are bound by the spectral serpents. This is the equivalent of a 3rd level spell.
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