Urugama

Obojima: Tales from the Tall Grass p. 327 (Third Party)

Size
Medium
Type
spirit
Alignment
neutral evil
AC
15
Hit Points
90 (12d10+24)
Speed
walk 0 ft., flying 120 ft. (hover)
Resistances
Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Poison
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft.
Passive Perception
10
Languages
Common
Challenge
6
STR
9
−1
DEX
20
+5
CON
14
+2
INT
14
+2
WIS
10
+0
CHA
6
−2

Traits

Proficiency Bonus

+3

Severed Body

Urugama has four spectral bodies, each of which urugama can take actions from. These different bodies can't move more than 100 feet away from each other, and Urugama divides its movement among its four bodies as it chooses.

Shifting Form

At the start of Urugama's turn, one of its bodies is randomly selected as the true urugama. Only the true body can take damage or suffer effects that round. The other bodies can still be targeted with attacks and effects, but they are unaffected and pass through the bodies without harm.

Actions

Multiattack

Two of urugama's forms make a spectral pass attack.

Spectral Pass

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage.

Haunting Chuckle

If at least three of urugama's bodies are within 20 feet of each other, they can release a haunting chuckle. All creatures within 30 feet of an urugama body that can hear them must succeed on a DC 13 Wisdom saving throw or suffer one level of exhaustion. On a failed save, the creature is immune to urugama's Haunting Chuckle for the next 24 hours.

Other data

description

The Urugama are malevolent creatures that roam the countryside at night. Their terrifying laugh and wicked masks are so well known children's rhymes are written about them. These evil spirits have been said to attack travelers after their fire has gone out so a common superstition held by many merchants is to keep your fire burning all through the night.