Severed Body. Urugama has 4 spectral bodies, each of which the urugama can take actions from. These different bodies must be within 100 ft. of each other at all times and when the urugama moves it may move all 4 of its forms.
Shifting Form. At the beginning of urugama's turn, one of its bodies is randomly selected as the original urugama. Only the original body can suffer damage that round. The other bodies can still be targeted, but successful attacks pass through the them without harm.
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 3 of urugama’s bodies are within 20 ft. of each other, they may release a haunting chuckle. All creatures within 30 ft. that can hear urugama must make a Wisdom saving throw DC 13 or become exhausted. Once a creature is exhausted in this way, it can't be targeted by Haunting chuckle again.
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.
Stoke the fire, don't snuff the light. The Urugama hunts at night.
Clutch your blade, hold tight your staff; For when you hear its wicked laugh.
The winds will turn, the trees will bend; and moments after, your life will end.
— Children's rhyme
FOR OBOJIMA
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