Preferring to lurk in the most haunted locales, the kukudhi savors tormenting the living. It will possess a location and lie in wait for victims, relying on haunting and poltergeist abilities to destroy anyone unfortunate enough to enter its domain. A kukudhi appears like a ghastly specter with savage claws and a visage eternally twisted in torment.

Seeker of Misery. The kukudhi will seek out a location already haunted to make its domain, possessing the location, and seizing control of all spiritfonts within it. If it hasn’t found a location, it’s likely to possess an innocuous object likely to be carried by a traveler so it can find a suitable lair. Failing this, it will possess any location and convert it into a haunting.

Haunting and poltergeist phenomena are already dangerous on their own, but a kukudhi’s presence amplifies the threat to deadly levels. It will employ the features of any spiritfont it controls to terrify any creature that enters its domain. It will employ its poltergeist powers, innate spellcasting, and its slam legendary action to trap and isolate targets. Once contained, it will use its abilities to torment and torture the creature before eventually tiring of it and killing it.

Entrenched Horror. Knowing it is nearly unstoppable while possessing a host and leveraging controlled spiritfonts, the kukudhi will do everything in its power to continue to hide its true nature. It will set traps using its innate spells and spiritfonts to contain its victims and defend itself. It knows clerics, paladins, and mediums are a direct threat to it and will attack them with murderous intent, using every means at its disposal to cause physical harm. Failing that it will attempt to shut them out of its location.

Legendary Terror. There are rumors of especially powerful kukudhi that can usurp control of a creature it possesses. Such a fiend could easily turn friend into foe and sow chaos far and wide.


Medium Fiend (Demon), Chaotic Evil

Armor Class 13
Hit Points 97 (15d8 + 30)
Speed 30 ft.







Saving Throws Int +7, Cha +8
Skills Stealth +6
Damage Vulnerabilities radiant
Damage Resistances cold, fire, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poison, unsettled
Senses blindsight 400 ft., passive Perception 11
Languages telepathy 100 ft.
Challenge 10 (5,900 XP)                              Proficiency Bonus +3

Spirit Rip. Once each turn, a creature hit by the kukudhi’s claw attack must succeed on a DC 16 Charisma save or take 16 (3d10) force damage and be unsettled for 1 minute.

Lingering Death. Each creature killed by a kukudhi or a spiritfont it controls can’t be revived for 1 hour.

Haunting Presence. While possessing a host, the kukudhi can create an Intensity 21 spiritfont with range of 100 feet by concentrating for 1 hour. The kukudhi can create up to 5 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 100 feet of another one.

Alternately, the kukudhi can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 16 Intensity saving throw or become controlled. The kukudhi can control no more than 5 spiritfonts at once.

Innate Spellcasting. The kukudhi’s spellcasting ability is Charisma (spell save DC 16). It can also cast its spells while possessing a host. The kukudhi can innately cast the following spells, requiring no material components:

At will: bestow curse, compulsion, dancing lights

3/day: animate dead, darkness, dissonant whispers, invisibility

1/day: antipathy/sympathy, dream, modify memory, symbol


Multiattack. The kukudhi can make two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. It can’t make a claw attack while it possesses a target.

Possess (psionic). The kukudhi’s possession save DC is 16 (Charisma based). It is a Controller that can possess an object within 5 feet of it. When the kukudhi possesses a target, its body assumes a spiritual form and is subsumed by its host.

Legendary Actions

The kukudhi can take 2 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The kukudhi regains spent legendary actions at the start of its turn. It must possess a location and have control of at least one spiritfont to use lair actions.

Spiritfont Action. The kukudhi uses an action from one of its controlled spiritfonts.

Demonic Gust. The kukudhi summons a strong wind that extinguishes all open flames within 400 feet of its host. Shielded flames have a 50% chance to be extinguished.

Slam. The kukudhi shuts any door, shutter, chest, cabinet, or similar object within its possessed location. The shut object can only be opened by a creature using its action and succeeding a DC 20 Strength check. The kukudhi can release the shut object at will during its turn.