Acolyte
Skill Proficiencies: Insight, Religion. Tool Proficiency: Calligrapher's Supplies. Feature: She knows the rites, taboos, and shelter networks of shrine communities, and can usually secure respectful treatment from the pious or the fearful.
Skill Proficiencies: Insight, Religion. Tool Proficiency: Calligrapher's Supplies. Feature: She knows the rites, taboos, and shelter networks of shrine communities, and can usually secure respectful treatment from the pious or the fearful.
As a Magic action, she creates an illusory duplicate of herself that lasts for a short time or until dismissed. The duplicate helps her fight from cover, distract intruders, and mask the location of the true priestess.
Kurogiri is human: adaptable, disciplined, and able to thrive in the rigid hierarchy of shrine life. Her upbringing among priests and attendants has made her comfortable with custom, ritual, and social authority.
She always has domain spells prepared that reflect deceit, concealment, and spiritual misdirection. These reinforce her habit of fighting from obscured positions and manipulating sacred spaces.
Kurogiri can channel divine power through her holy symbol to impose her will on the battlefield. She uses this power to protect the ritual, disrupt pursuers, or shield herself while escaping.
She can grant a willing creature advantage on Stealth checks for a time. In Kurogiri's hands, this is often used to hide a minion, a ritual assistant, or herself during a retreat.
She prepares cleric spells from the divine spell list using Wisdom. Spell save DC 13, spell attack bonus +5.
Prepared spells reflect a villain who fights from ritual positions, supports allies, and disables intruders. She typically opens with Bless or Shield of Faith, then uses Mirror Image, Hold Person, and Spiritual Weapon while retreating behind minions and cover.
The target adds 1d4 to one ability check of its choice before the spell ends.
She produces a minor supernatural effect such as a booming voice, flickering flames, or unsettling tremors to heighten fear and ceremony.
A searing spiritual radiance forces a target to make a Dexterity saving throw or take radiant damage.
Up to three creatures add 1d4 to attack rolls and saving throws for the duration. Kurogiri uses this to harden her servants before a confrontation.
A shimmering ward grants a target +2 AC for the duration. She favors this on herself or a key cult defender.
A creature that fails a Wisdom save must obey a one-word command on its next turn. Useful for forcing hesitation, kneeling, or retreat.
She changes her appearance for the duration, allowing her to pass as a humble shrine attendant or vanish in plain sight.
Illusory duplicates make her harder to hit, fitting her preference for surviving through deception and cover rather than brute force.
A humanoid target that fails a Wisdom save is paralyzed. Kurogiri uses this to freeze interlopers who threaten the ritual focus.
She conjures a spectral weapon that attacks without concentration on movement, letting her pressure enemies while remaining protected.
Kurogiri’s first and most important goal is to complete the rite beneath the mountain and prove that the old warding order was a lie. She sees the seal as an outdated cruelty that separated mortals from the truth of spiritual life. In her mind, every stolen offering and every broken charm is a necessary correction. This quest is not simply about power; it is about legitimizing her worldview. She must gather enough ward-stone fragments, prayer cords, and corrupted offerings to stabilize the partial bond with the spirit below the mountain. The adventure pushes her into repeated conflict with shrine authorities, local protectors, and anyone who still treats the boundary as sacred. If the party follows this thread, they uncover the infrastructure of her operation: hidden tunnels, defecting acolytes, forged records, and old pilgrimage paths only a former shrine insider would know. The end result is not merely a fight, but a decision point: if she completes the rite, the province changes permanently; if the heroes interrupt it, her authority and identity begin to unravel.
Recover stolen prayer charms and warding cords from hidden caches around the shrine district and cedar grove.
Burn the seized offerings to weaken the rite immediately.
Leave the offerings intact and track them to the ritual site.
Kurogiri’s second quest concerns her bond with the spirit sealed below the mountain. She believes the spirit’s suffering is proof that the old priests were wrong to bind it at all, but she also intends to use that suffering to justify replacing the old order with one she controls. This creates a cruel contradiction: she is capable of pity, but only when pity serves her doctrine. The quest can be played as investigation, negotiation, or confrontation, and it gives the party a chance to learn that the mountain spirit is not merely a monster but an ancient force trapped by vows and fear. Kurogiri’s relationship with the spirit is incomplete and unstable; if the spirit is appeased or spoken to through the proper rites, she loses leverage. If the bond is strengthened by stolen offerings, her power grows. This personal quest makes her less of a cackling villain and more of a believer whose faith has become a weapon. Defeating her in this thread may require showing her the cost of her own doctrine before it is too late.
Discover signs of the spirit’s distress in the torii path, broken shrine stone, and foxfire-tainted water.
Bring the evidence to Kurogiri and demand she stop.
Use the evidence to perform counter-rites and calm the spirit.
Kurogiri’s third personal quest is about survival and legacy. Even if her ritual fails, she does not want to be remembered as a zealot who was simply defeated. She seeks to preserve her reputation, her doctrinal notes, and the loyalty of her frightened followers. This quest becomes relevant when the party disrupts her plans and she retreats into the hidden shrine tunnels. She may attempt to destroy records, recruit new defectors, or turn evidence into propaganda. If cornered with proof of the spirit’s agony and the province’s endangered wards, she may hesitate for the first time, not because she has suddenly become good, but because she realizes the cost of failure is larger than her pride. This quest therefore gives the Game Master a way to handle either a villainous escape or a bitter, reluctant redeemption attempt without weakening her as a memorable antagonist.
Pursue Kurogiri through the hidden shrine tunnels and recover her records before she can erase them.
Let her escape with some records to preserve the trail.
Destroy all records and force her into a desperate stand.
The rite beneath the mountain reaches a critical point and the party threatens to break her focus.
Destroy the ward focus or preserve it long enough to channel the bound spirit.
Destroying the focus forces her into retreat and may save the province’s immediate balance, but it shatters her authority and makes her more vindictive. Preserving it gives her power and reveals more of the larger campaign threat, but it also risks a province-wide spiritual rupture.
The party presents evidence that the mountain spirit is suffering under the seal rather than being empowered by it.
Acknowledge the evidence and alter the rite, or reject it and double down.
Acknowledging the evidence opens the narrowest path to redemption and may convert some of her followers, but it weakens her position and exposes her as fallible. Rejecting it cements her as a true villain and accelerates her descent into absolute control.
Her hidden acolytes begin to doubt her after the first confrontation.
Sacrifice them to protect her secrecy or release them and lose leverage.
Sacrificing them secures temporary safety but deepens her moral isolation and creates witnesses against her. Releasing them may cost her resources and information, but it could preserve her humanity just enough for a later reluctant retreat or negotiation.
The first time she sees the party spare one of her frightened shrine defectors.
She recognizes that the heroes are not merely enemies to be eliminated but people willing to protect what she has been willing to use. This cracks her certainty and forces her to reassess whether control is really mercy.
Gain advantage against fear effects from sacred sites for one scene as her resolve sharpens.
May swap one enchantment spell for a defensive spell before the next confrontation.
She successfully channels the spirit’s presence through the ward stones and feels its pain directly.
The experience overwhelms her carefully maintained doctrine. For a moment, her calm cracks, not into rage, but into naked uncertainty. She is forced to admit that the boundary she wished to break may have been holding back something she never truly understood.
Lose 3 temporary hit points or suffer a narrative setback if the party interrupts the rite here.
One use becomes unstable until after a long rest or until she re-establishes control.
She is confronted with undeniable proof that her order is built on stolen prayers and coerced fear.
She must choose between becoming a martyr for her belief or stepping back from total certainty. If she retreats, she does so with dignity intact but with a new fear: that she might have been wrong all along.
Shift from cold conviction toward conflicted extremism or reluctant retreat.
Gain a planned escape route through shrine tunnels.
Sora was one of the first young acolytes to notice that Kurogiri never mocked devotion; she only redirected it. At first, that felt like wisdom. Kurogiri taught Sora how to copy shrine ledgers, fold warding charms, and speak to pilgrims with just enough kindness to make them linger. When the thefts began, Sora helped because Kurogiri framed every stolen offering as a temporary borrowing from a broken system. Only later did Sora realize those “borrowings” were feeding a rite that could shatter the province’s balance. Kurogiri does not treat Sora like a servant. She treats Sora like a witness she has not yet decided whether to protect or discard, which is far more unsettling. Their bond is built on fear, mentorship, and the dangerous comfort of being seen by someone powerful.
Ayanami represents the shrine order Kurogiri once served. Defeating her would let Kurogiri rewrite the province’s spiritual law; losing to her would confirm that the old boundaries remain uncontested.
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