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
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.