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Kami, Disir

Kami Disir
Kami, Disir – AI Generated Artwork – NightCafe Creator

This spectral woman floats midair with an unearthly grace and demanding presence.

Disir CR 4
XP 1,200
LN Medium Outsider (incorporeal, kami, native)
Init +7; Senses Darkvision 60 ft.; Perception +11
Aura fate (20 ft.)

—– Defense —–
AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
hp 37 (5d10+10); fast healing 2
Fort +3, Ref +7, Will +7
Defensive Abilities incorporeal; Resist acid 10, cold 10, electricity 10, fire 10

—– Offense —–
Speed fly 30 ft. (perfect)
Melee incorporeal touch +8 (2d8 cold damage plus cursed fate)
Spell-Like Abilities (CL 5th; concentration +9)
At will—mage hand

—– Statistics —–
Str —, Dex 16, Con 14,Int 13, Wis 17, Cha 18
Base Atk +5; CMB +8 CMD 18
Feats Combat Reflexes, Flyby Attack, Improved Initiative
Skills Diplomacy +12, Intimidate +12, Fly +19, Knowledge (local) +9, Perception +11, Sense Motive +11, Stealth +11
Languages Common, Skald; Telepathy 100 ft.
SQ merge with ward, ward (house)

—– Ecology —–
Environment Urban
Organization Solitary or entourage (1 disir plus 1d4 domovoi house spirits)
Treasure Standard

—– Special Abilities —–

Aura of Fate (Su) A disir within or nearby to its ward radiates an aura of fate to a radius of 20 feet. Enemies within the aura forced to roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. Allies designated by the disir in this aura are instead blessed with good fate, and likewise roll two d20s whenever a situation calls for a d20 roll, but may take the higher result instead. This is a mind-affecting morale effect that does not work on fey or other kami. A disir may suppress this aura at will as a free action.

Cursed Fate (Su) Any creature touched by a disir must succeed at a Will save (DC 16) or become cursed. Cursed creatures treat a roll of 20 on a d20 as a roll of 1 and may not take a 10 or a 20 on skill checks. This curse lasts for 24 hours and the save DC is Charisma based.

Disir are kami native to Midgard, formed from the spirits of devoted family members or servants thereof. The first disir originated from families that settled north after crossing the Crown of the World from the East. These kami serve as guardians of family homes, acting as watchful protectors of both the families that live within them and the structures themselves.

A disir prefers to remain anonymous, going about its activity when family members are not present. They occasionally benefit the family by means of their fate aura or more mundane tasks; tidying up the house, locking doors, or shutting windows left open in cold months.

Most disir continue to protect the home of the family they were a member of in life, or otherwise were strongly devoted to, moving with them from one ward home to another as the family moves. When a family line guarded by a disir is wiped out, the disir falls into a bleak depression and remains fixated on their last place of residence, becoming a vengeful and spiteful spirit that forcibly attempts to evict any other family that tries to take up residence or otherwise trespass in its ward.

Disir have a fond regard for house spirits, particularly domovoi, whom on occasion form bonds of cooperation to better the home and family they are bonded to.

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