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Needlespitter Karakasa

Wondrous item, uncommon (requires attunement)

Component: fey (yokai) or fiend (yokai) skin

At the “Not-A-Mimic Emporium”, renowned salesman Tsuku Mogami prides herself in selling weapons, armour, and assorted adventuring gear, all one-hundred percent guaranteed not to be mimics in disguise. And if something can be said about her claims, it’s that they’re technically true.

Needle Shower. As an action, you can rapidly spin this umbrella in your hands, causing it to discharge needles in every direction. Each other creature within 15 feet of you must make a DC 13 Dexterity saving throw, taking 3d6 piercing damage and 3d6 psychic damage on a failed save, or half as much damage on a successful one. Once this property of the item has been used, it can’t be used again until the next dawn.

Sentience. The needlespitter karakasa is a sentient chaotic neutral item with an Intelligence of 8, a Wisdom of 14, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet. It can speak and understand Abyssal and Common.

Personality. Most needlespitter karakasa are incorrigible pranksters, taking immense joy in mischief of all sorts. They love to be spun and get bored easily, which leads them to indulge in their favourite pastime: scaring folks. Each time you finish a short rest with it nearby, the karakasa attempts to startle you with a loud noise or sudden movement, and you can make a DC 13 Charisma (Performance) check to appear convincingly frightened. The karakasa may also attempt to scare you at a random point throughout the day (GM’s discretion). On a successful check, the karakasa is so pleased that it regains the use of its Needle Shower property. Once the item has regained a use of a property in this way, it can’t regain a use of that property again until the next dawn, but it will still periodically attempt to scare you.

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Rare variant: Increase the DCs to 15 and the piercing and psychic damage to 4d6 each. The item has the Safe Descent property.

Safe Descent. When you fall, you can use your reaction to raise and open the umbrella, slowing your rate of descent to 60 feet per round until you land or stop holding the umbrella. For each foot you fall while under the effects of this property, you can move one foot horizontally. When you land, you take no falling damage. Once this property of the item has been used, it can’t be used again until the next dawn. If you succeed on the check to appear scared by the item, you can choose to regain the use of this property instead of the use of Needle Shower.

Very rare variant: Increase the DCs to 16 and the piercing and psychic damage to 5d6 each. The item has the Safe Descent property. While open, the umbrella can be used as a +1 shield. While closed, it can be used as a +1 spear. You can open or close the umbrella as an action.

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