Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. effects from evil creatures
Ability
Critical Failure
As failure, plus the creature is slowed 1 as long as it remains fascinated.
Ability
Distracting Gaze
(aura, divine, enchantment, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 23 Will save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait.
Ability
Failure
The creature is fascinated. This condition ends if the creature ends its turn outside the aura.
Ability
Innate Divine Spells
DC 23; 5th tree stride; 2nd tree shape; Cantrips (3rd) ghost sound; Constant (4th) speak with plants
Ability
Spiritual Rope
(abjuration, divine) The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces. A kami who wears a spiritual rope gains resistance 5 to evil damage (though this is usually relevant only if the kami is good-aligned), a +1 status bonus to AC against evil creatures, and a +1 status bonus to saving throws against effects from evil creatures. A kodama always wears a spiritual rope, and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one other rope of the kodama's choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it's taken outside of the kodama's forest.
Ability
Success
The creature is unaffected.
Ability
Ward
(abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.
Offense
Melee
Circumstance: combat round (melee)
fist +13 [+9/+5] (agile, finesse), Damage 2d6+4 bludgeoning
Trait
Kami
Kami are spirits of the Material Plane that bond with a specific object or place.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Item
spiritual rope
Language
Common
speak with plants
telepathy 50 feet
Perception
darkvision
Resistance
evil 5
Weakness
cold iron 5