This strangely beautiful old woman is composed completely of blossoms, bark, and antlerlike branches.
|11 (+3)||14 (+2)||14 (+2)||20 (+5)||18 (+4)||16 (+3)|
Damage Immunities poison
Innate Spellcasting. The kami spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: cure wounds (8th level), deathwatch (as true seeing except when the kami looks at a creature the kami knows how close to death it is providing the kami how many hit points it has left as a percentage of its total hit points)*, druidcraft, fly*, foresight*, haste*, true seeing*
- 3/day: greater restoration, slow
- 1/day: finger of death, time stop, waves of exhaustion (as fireball but instead of doing fire damage each creature in the area of effect gains 1d4 levels of exhaustion).
* These spells are active before any combat. The kami may maintain multiple concentration spells though each can be interrupted as normal.
Legendary Resistance (3/Day). If the kami fails a saving throw, she can choose to succeed instead.
Local Knowledge. As a nature spirit, a kami is intimately familiar with the natural world in the area where it lives. A nature spirit automatically has access to the information learned from the commune with nature spell.
Magic Resistance. The kami has advantage on saving throws against spells and other magical effects.
Regeneration. As long as a kami is within 120 feet of its ward, it has regeneration 15 so long as it has at least 1 hit point remaining. However, it dies if its ward is killed or destroyed.
Speak with Beasts and Plants. The kami can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the kami can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Touch of Ages. When a toshigami hits a target with any melee attack, the target must succeed at a DC 18 Constitution save to avoid being magically aged. When a toshigami strikes a foe, it must decide whether it wishes to physically increase the target’s age or mentally reduce the target’s age. If it increases the target’s physical age, the target takes 1d4 points of Strength, Dexterity, and Constitution drain (rolled separately). If it decreases the target’s mental age, the target takes 1d4 points of Intelligence, Wisdom, and Charisma drain (rolled separately). Combined with the toshigami’s numerous attacks, this can quickly devastate a target, but once a target succeeds at its saving throw against the touch of ages, it can no longer be affected by this ability until the end of kami’s next round. This is a magical aging effect, but does not actually alter the victim’s true age — it merely simulates the creeping effect of age on the flesh or the reversion to an increasingly infantile state of mind. This effect lasts for 1 hour.
The specific effects of being reduced to 0 in an ability score are:
- Strength: The target is prone and paralyzed.
- Dexterity: All hits against the target automatically hit, and the target fails all related saves automatically.
- Constitution: The target dies.
- Intelligence: As the spell feeblemind.
- Wisdom: The target is unconscious.
- Charisma: As the spell feeblemind.
Ward. Each kami is mystically bound to a natural feature — small spirits to a branch, small stone, or stream, medium spirits to a tree, flower, rock, or bamboo grove, and large spirits to a mountain, boulder, ancient tree, or small island. The nature spirit cannot stray more than 300 yards from its feature. If it does, it becomes ill and dies within 24 hours. If the feature to which it is bound is destroyed, the nature spirit dies. Animal kami can move around freely as they essentially fuse with their animal ward permanently.
Exception: A kami may move anywhere within the same natural feature its ward resides in. For example, a tree kami could move anywhere in the same forest that its tree ward grows even if it is more than 300 yards away.
Multiattack. The kami can make seven staff of ages attacks.
Staff of Ages. Melee Weapon Attack:+10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus touch of ages.
Staff of Ages. When a creature hits the kami, she may use her reaction to make a staff of ages attack.
The kami can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kami regains spent legendary actions at the start of her turn.
- The Staff of Ages. The kami makes a staff of ages attack.
- Spellslinger. The kami casts a spell.
Toshigami, known also as blossom kami, are associated with cherry trees—particularly those that grow in inhabited areas. Often, long after a city has fallen to ruin, these kami guardians are all that remain to remember the lost city’s glory. In this way, the toshigami are also associated with the passing of time. Toshigami rarely show themselves except to those in dire need or who are harming their trees. Still, they have a fascination with mortals, and have even been known to form romantic relationships with them on occasion. A toshigami is 5 feet tall and weighs 100 pounds.