Kodama
A kodama is the spirit of a living tree and stays close to it. In a wood full of kodama, a shout comes back after it should have faded. They make no demands and block no path, and the only rule is that the tree that holds one is not felled.
- Physiology
- Fae, Plant
- Size
- Tiny
- Speed
- 20 ft., climb 20 ft.
- Armor class
- 13
- Hit points
- 15 (6d4)
- Proficiency
- +2
- STR 4 -3 save -3
- DEX 16 +3 save +3
- CON 10 +0 save +0
- INT 10 +0 save +0
- WIS 16 +3 save +3
- CHA 13 +1 save +1
- Skills
- Perception +5 , Stealth +5
- Passive Perception
- 15
- Senses
- darkvision 60 ft.
- Languages
- Sylvan
- Damage resistances
- piercing
- Condition immunities
- charmed , frightened
- Found in
- Woodland , Terran (Verdant)
Traits
-
Tree Bound
The kodama cannot move more than 120 feet from its tree. If the tree is felled the kodama dies at the next dawn, and every kodama within a mile knows how it happened.
-
Repeating Sound
Every sound made within 60 feet repeats once, a beat late, from a direction of the kodama's choosing. Perception checks by hearing in its wood have disadvantage.
-
False Appearance
While the kodama is motionless against bark, it is indistinguishable from a knot in the wood.
Actions
-
Rootstrike
+5 to hit · reach 10 ft.
1d6 + 3 bludgeoning damage
-
Axe Curse
This action recharges after a long rest. One creature within 30 feet that has damaged the kodama's tree makes a DC 13 Wisdom save. On a failure, for the next 24 hours every tool it holds slips: attack rolls and ability checks using a held object are made with disadvantage.