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Shinigami

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Shinigami

Small Fey

Hit dice: 3d6+3 (13 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 17 (+1 size, +3 Dex, +2 natural, +1 feat)
Base attack/Grapple: +1/-5
Attacks: +1 Ghost touch sickle +5 melee 1d6-1
 2 Claws +1 melee 1d4-1
Space/reach: 5 ft./5 ft.
Special Attacks: Aura of melancholy, Spell-like abilities
Special Qualities: Crossing over, Darkvision 60 ft., DR 5/cold iron or jade, Low-light vision, Shroud
Saves: F +2, R +6, W +6
Abilities: Str 8, Dex 17, Con 12, Int 14, Wis 17, Cha 17
Skills: Hide +12, Knowledge (arcane) +8; (history) +8; (religion) +8; (the planes) +8, Listen +8, Move Silently +7, Search +7, Spot +8
Feats: Dodge, Weapon Finesse (sickle)
Environment: Any
Organization: Solitary or mortuary (2-6)
Challenge rating: 6
Treasure: Standard
Alignment: Often Lawful Neutral
Advancement: 4-6 HD (Small)
Level adjustment: +5
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It was a strange goblin-like creature, wearing dark robes and with deathly white skin and a gauntly appearance. It wore a small scythe in its clawed hand. Just being close to it caused feelings of gloom and sorrow to wash over you for no apparent reason.
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Shinigami are death spirits that linger in tragic places of great or numerous deaths, such as battlefields or places of natural disasters, to either watch over or to entrap passing souls. Their mere presence spreads gloom and sometimes causes those already struck by grief or sadness to spiral even further into darkness, maybe even leading to suicide. But shinigami are rarely evil, just dangerous to the people in their surroundings. Many people mistake them for the undead, but shinigami are in fact spirits of nature. And death is as much a part of nature as life.
Shinigami has the ability to travel between the planes of the living and the dead. Occasionally, they accept payment from mortals to transport them to the other side, like people smugglers of the spirit world. There are stories about shinigami who have taken heroes to hell and back in a quest to rescue a soul from a demon’s clutches. Shinigami can capture and transport souls with them; some of them do this out of good to help the mortal spirits find peace in the afterlife, others care little for mortal souls and use them as currency in the lower planes like any common fiend.
A shinigami stands around 4 feet tall and only weighs about 20 pounds. They speak Sylvan, Common, Undercommon, Infernal, Abyssal and Celestial.

Combat

Shinigamis prefer to escape to another plane when threatened, but if forced to fight or cornered by an attacker that can follow them everywhere they make use of their scythes and their ability to turn incorporeal. Whenever they slay a mortal aggressor, they take the assailant’s soul as penance.

Aura of melancholia: A shinigami spreads sadness and angst wherever it goes. Any mortal, living creature within a 60 feet radius must make a Will save DC 15 or be struck by overwhelming melancholia and take a –1 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for as long as they stay within range of the shinigami’s aura. A potentially affected creature that makes a successful Will check remains immune to the same shinigami’s aura of melancholia for 24 hours. Any spell that removes despair, such as Calm Emotions, Good Hope or Heart’s Ease, negates the aura of melancholia’s effect on the target for the duration of the spell, but spells that removes fear do not.

Crossing over: A shinigami can travel to the spirit world and beyond at will, sometimes taking other people with them. This ability works just as a Plane Shift spell cast by a 15th-level sorcerer, except that the targets always appear within 1 mile from the intended destination.

Shroud: A shinigami can turn incorporeal like a manifesting ghost at will as a standard action, gaining all benefits and restrictions of being incorporeal during the duration. The shinigami can stay incorporeal for as long as it wishes and can return to corporeal form at will, otherwise this ability works just as a Ghostform spell cast by a 15th-level sorcerer. A shinigami’s ghost touch sickle can hit both corporeal and incorporeal targets no matter what form the shinigami takes. When turning incorporeal, a shinigami also becomes blurry like fog, but this has no other effect then cosmetic.

Spell-like abilities: Caster level 12th level, DC saves are Charisma based.

At will - Aid, Calm Emotions, Cause Fear, Dancing Lights, Daze, Deathwatch, Disrupt Undead, Doom, Ghost Sound, Remove Fear
2/day - Command Undead, Death Ward, Ectoplasmic Armor, Invisibility, Protection from Negative Energy, Spark of Life, Undeath to Death
1/day - Soul Bind
Shinigami literally means "god of death" and are very much like the Western grim reaper, although there seems to be more then just once. I got the idea after watching an episode of Supernatural where Sam uses a reaper to smuggle himself himself into hell, like a "coyote" (or human smuggler).

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