Kulu-Yoo-Hoo

Kulu-Yoo-Hoo is a shopkeeper NPC that made his debut in the unrecorded adventure of **Cuddly Pilgrim Cruise**. Initially only appearing as a regular shopkeeper, he has since started to become a main stay in the adventures hosted by Chaotic Otaku; acting more as a secret shopkeeper in both recorded and non-recorded adventures, with his first proper appearance being in **Levitating Cottage Establishment**. His origins are a complete mystery, and nobody knows what is behind the wooden mask. However, it is confirmed by Otaku that he has an Epithet, meaning that Kulu-Yoo-Hoo is at least human. He would eventually become the first in a series of shopkeepers Otaku has dubbed "Eccentric Shopkeepers".

## Appearance

Kulu-Yoo-Hoo is a human(?) man standing at about 6'9" with a red robe with stitched yellow patches scattered throughout his clothes along with stars and moons being throughout the entire robe, having a purple tip at the top of his hood which is also stitched together. The sleeves on his robes are too long for them to actually reveal his hands, and so prefers to swing them about as if he were a "Wacky Inflatable Arm-Waving Tube Man," as described by Chaotic Otaku.

Another aspect of Kulu's appearance is the wooden mask he wears at all times, having three holes and three eyes(?). However, the most notable thing about his mask is that despite it being completely made out of wood, it is capable of forming a smile entirely stitched out as if it were made of cloth that can appear and disappear at will. Aside from those aspects, it is unclear what is behind the robes and mask of Kulu-Yoo-Hoo, other than that they're assumed to be a human if they have an Epithet.

## Personality

Kulu-Yoo-Hoo is described best as a well-meaning, yet eccentric man. As a nomad, he has seen many faces throughout his travels who take a look at his wares whether they're for fortune telling with Tarot Cards or shopping for the various knickknacks and strange items up for sale. However, the most notable thing about Kulu is his laugh, simply going on some variation of "Hoo hooo hoooo~!," be it a normal laugh or even a chuckle.

Despite being friendly in every adventure shown so far, he is very creepy as well; as his voice naturally lets out an echo and constantly talks about "The Strings of Fate," which is something that everybody is bound to; including himself. Whenever a player receives a Kuudoo Doll, he takes a strand of their hair or even the essence of the player's soul into the doll to be used. Whether or not it's magic or his Epithet is still unclear.

## Abilities and Powers

While unclear as to what Kulu's Epithet is, he seems to be highly proficient in magic, as the various dolls he sells require a part of the player in order to be actually used, and work as advertised. In his proper debut within Levitating Cottage Establishment, Kulu has showcased being able to create areas that weren't normally a part of the general area be it inside a building, as shown with making an entirely new room within Giorno Cotage's mansion without showing signs of alterations being made other than some sparkles giving away his location. Aside from that, not much else is known about Kulu's potential in the adventures he has appeared in.

## Kuudoo Dolls

Starting the trend of "Eccentric Shopkeepers," Kulu-Yoo-Hoo's main item are "Kuudoo Dolls," which are normal voodoo dolls named differently to add onto the eccentricity of his personality. These dolls provide the player a benefit that fits their name, but also a drawback that is equal in its power that it provides. They also rhyme with "Kuudoo," albeit with a bit of a stretch every now and then to hint towards their effects. Below are the various dolls he has showcased and sold to players in the adventures he appeared in. The "Wild Card" item is **Kuudoo Guru**.

### Cuddly Pilgrim Cruise

**Kuudoo Fuegoo** - A doll that has tribal fire markings on its arms and legs, its expression radiates determination and the drive to achieve victory. As a Bonus Action, you unleash the flames deep inside you as your Damage output and Movement are increased by +1 for 3 rounds. However, you roll a -2 modifier when using an Anytime. (Owned by Paprika Sheeptalk)

**Kuudoo Muushu** - A doll that feels mushy and squishy, its insides can provide a surprising amount of defense. As a Bonus Action, you gain 1 DR for 3 rounds, but have -1 Movement during its duration. (Owned by Sheridan Rialta)

**Kuudoo Boohoo** - A doll with a sad expression to complete the white patchwork done to it, just looking at it is enough to question your own existence. As a Bonus Action, the doll will begin to let out a depressing wail within a 3x3 area; causing enemies to roll with disadvantage when targeting you when inside the aura. The aura lasts for 3 rounds, with its range being extended by 1 with each passing round. Unfortunately, your allies (unless their kit specifies it) can't handle the stitched-up sobs, causing them to roll with a -1 modifier when inside the aura that goes worse with each passing round.

**Kuudoo Guru** - A purple doll with a doll-sized branch attached to it as an orb is attached to the stick via string, its closed eyes only open to those who seek advice by paying a bit of their own energy. As a Main Action, by paying 7 Stamina, the player is able to convince the spirit inside the doll (The GM) for anything they wish for within reason. (So don't say something like "I want my Overclass" or "I wish for the boss to instantly lose.) However, some things are best left unlearned, as the greater the request, the harsher the drawback. The drawback will not be revealed until the prerequisites have been met.

**Kuudoo Rouloo** - A black and white doll with sewn up dollar signs, holding onto it is more than enough to Lady Luck test your confidence. As a Bonus Action, you gain a +1 modifier on the next d20 roll that you make. For every successful roll you make with the doll, the next time you use it, its modifier is increased by 1, but its Critical Failure range is increased by 2. (Maximum of 3) If you are successful in all 3 attempts, the next attack you make is a guaranteed Critical Success that is uninterruptible. However, if they fail three times or roll a Critical Failure at any point when attempting to use it again, then the next attack the user takes is an automatic Critical Success that is uninterruptible. The amount of times it can be used is carried over to incoming combat encounters.

**Kuudoo Booboo** - A doll whose head looks more like a wicker, it's said to unleash the spirits within once it goes off. As a Main Action, it can be thrown up to 4 spaces and deal 3 Damage to enemies caught within its radius. Alternatively, it can be used as a Bonus Action to attempt to extend its range and Damage output by 1. (Maximum of 2 times.) If they roll a Failure, the doll immediately explodes as the user takes 5 Damage.

**Kuudoo Weewoo** - A doll whose colors are like a holographic trading card in a kid's card game, it's nauseating to look at. As a Main Action, the user can throw it up to 3 spaces that deals 3 Damage from spiritual energy, forcing them to roll Wild Magic, afterwards. However, should the the roll fail, the user is forced to roll Wild Magic after taking 3 Damage. (Owned by Alastar Miotal)

**Kuudoo Woohoo** - A doll that is said to house an espresso-induced spirit, releasing it from its sewn-up prison will give its user speed unimaginable. As a Bonus Action, the user will have their Movement doubled for 2 rounds and roll with advantage on Anytimes. Once the effects wear off, however, their Movement becomes that of a Heavyset due to the adrenaline finally wearing off for 2 rounds while also rolling a -2 modifier. (If the user has a Heavyset Build, then the Movement reduction doesn't apply.) (Owned by Garret Halls)

### Levitating Cottage Establishment

**Kuudoo Heehoo** - A doll with a smiling face that's yellow with joy, it causes anyone caught in its smoke to let out a massive laughing fit. As a Main Action, the user can throw the doll at a target with a DC12 to an opponent within 3 spaces; causing anyone inside the 3x3 smoke to start laughing so hard that they can't act for a whole turn. If they fail, the doll will explode its smoke on the user, causing them to lose a turn instead.(Purchased by Princess Felicia)

**Kuudoo Redo** - A doll that that makes its holder feel deja vu. As a Once Per Round Anytime Action, the user can pierce the doll's heart to rewind an event to have any d20 roll be rolled again. This can be done up to three times total, but the user must make a disadvantage roll for every reroll they forced. (This cannot be used to stop a Natural 20.)

**Kuudoo Loo-Loo** - A doll with swirly eyes, it's said to house a deranged spirit. As a Main Action, the user can throw the doll at a target within 3 spaces, causing their rolls to be reversed for 3 rounds. (e.g. 2 - 5 are Exceptional Successes while 15 - 19 are Failures, but 1s and 20s remain the same) If the affected target lands a Critical Success, however, the Damage (assuming there is on the attack) is multiplied by 2.5. (Purchased by Emily Charm)

**Kuudoo Yoohoo** - A doll with leaves surrounding its head, it seems more animalistic compared to the others. As a Bonus Action, the user releases an allied spirit that connects their soul to the spirit's. The spirit has 6 Stamina with 6 Movement, having a 3 Range, 3 Damage Basic Attack that's interchangeable as long as the numbers result in 6. The spirit can't go farther than 5 spaces from the user. If the spirit is taken out, its summoner will take the same amount that took out the spirit, and can't be summoned again for the remainder of the campaign.

**Kuudoo Coocoo** - A doll with clocks for eyes, putting your ear next to it makes you hear a ticking noise...As a Bonus Action, the user will pierce the doll's heart as the eyes start tick and tock towards an explosion. Whoever has the doll by the end of the 3rd round since the doll's activation will explode and be dealt 6 Damage; as well as an extra 2 Damage to anyone adjacent to the current holder. (Purchased by Jerry Donner)

**Kuudoo Shoo-Shoo** - A doll who has a look of anxiety on its face, even just holding it makes you feel a little anxious around others. By using a Bonus Action, the spirit will start to panic and be released, causing a 7x7 aura to be released centered on the user for 3 rounds. During its durations, enemies cannot get close to the user and will be forced out if they are caught inside it. However, allies will not be able to get close to the user, either.

**Kuudoo Who-You** - A doll that's very confused in its expression, your sense of allegiance can start to blur when holding onto it for too long. As a Main Action, the user can force an enemy within 3 spaces to become their ally; effectively mind controlling them. While the GM controls the character, the player can tell them where to go and what to do during its 3 round duration. However, once the effects wear off, they will feel strings connecting their body as the GM will force them to attack a random ally via 1dX, with X representing the amount of allies in combat. (This cannot be used on particularly strong enemies or bosses.)

### Homemade Firecracker Fanatic

**Kuudoo Bee-Boo** - A voodoo doll that's mechanical in color, it's more durable than it looks. By spending an Anytime Action, the caster can pierce the doll's heart to become encased in armor made entirely out of strings and the soul that binds it together. For 3 rounds, all Damage you take is halved, and melee attacks will deal +1 Damage. However, the armor has a mind of its own and wishes to be set free, making the wearer have Half Movement during its duration, and Abilities that involve moving around or make the caster move to attack roll with disadvantage. (Owned by Huxley)

**Kuudoo Discoo** - A voodoo doll housing a rambunctious spirit and colorful in design, it looks like it wants to boogie all night long. By spending an Anytime Action, you pierce the doll's heart as the spirit inside drags the doll into the air and lets out a funky beat that nobody can resist. Enemies in combat must roll a DC16 to resist the urge to start dancing, failing to do so will result in them not being able to use their Movement Action on their turn. However, the caster will find it just as hard to resist the urge to dance, as they too must roll with a DC12 to try and not dance until the sun comes up. These effects last for 3 rounds.

**Kuudoo Tofuu** - A voodoo doll that's gray in color, it looks like it'll turn to dust at any moment. By spending an Anytime Action, the caster may pierce the doll's heart to have their bodies feel like tofu, itself. For 3 rounds, the caster has 1 DR and cannot be harmed by attacks that deal 3 or less Damage. However, no mortal man can handle that much soymilk in their body, and will have -1 Movement during its duration. Because of their longing for actual food, Ability costs will become +1 their original cost. (Maximum of 3)

**Kuudoo SanDuune** - A voodoo doll with a desert theme, the inspiration came from a wandering merchant in a place they called **AGH**rabah. By spending a Bonus Action, the caster will be covered in a massive sandstorm that covers a 5x5 area while Arabian music is played through their ears. For 3 rounds, enemies inside the sandstorm must roll with a -3 modifier towards the caster if they are inside it. Unfortunately, the caster's allies will have difficulty seeing through the sandstorm as well, and so must roll with a -2 modifier unless they are adjacent to the caster.

**Kuudoo Coo-Coo** - A voodoo doll with a myriad of mismatched colors, it's sickening to even look at. As a Main Action, the target may throw the doll towards someone within 4 spaces as it explodes; forcing all enemies within 4 spaces of its original explosion of colorful smoke to roll for Wild Magic by the DM as they take 2 Damage. However, should the roll fail, the user must roll 1d4+1 Wild Magic. This can only be used once if successful, but has a 2 round cooldown on a failed roll. (Owned by Stella)

**Kuudoo Achoo** - A voodoo doll with a sickly expression, you feel that your condition might worsen if kept at home...As an Anytime Action, the caster may pierce the doll's heart to make three enemies of their choice become more sickly, as they're given a really bad case of the sniffles. For 3 rounds, before enemies make an attack, they must make a DC13 to not let out a sneeze. Failing to do so will cause their Damage output to be reduced by 2 or roll with a -2 modifier. (Minimum of 1.) Once the effects wear off, the caster will find themselves feeling very sickly as well; having to follow the same rules, only they roll with a DC10 for 3 rounds. (Owned by a Bottom Feeder)

## Trivia

* Kulu-Yoo-Hoo's conception was based off of the song "The Hoodoo" from **Rayman 3: Hoodlum Havoc**. According to Otaku, he knew exactly what his design would be when listening to the music.
	+ His design is even themed around the various enemies in the game as well, with the Hoodoo Sorcerer being the primary reference. The purple tip on Kulu's hood is a reference to the Plum Grenades used by the Hoodbooms, another enemy in Rayman 3.
	+ Kulu was also lightly inspired by Garth, a character from "Lisa: The Painful RPG" for also wearing a mask and being eccentric in nature. Kulu was also originally going to have a green eye on the top of his mask, but preferred that they were all white instead.
* Kulu-Yoo-Hoo was originally described as a "gypsy shopkeeper" in his debut appearance. However, because of the negative meanings behind the word "gypsy" due to it being offensive to Romani culture, has since been described as a "nomadic shopkeeper" a year after his original debut.
* Kulu-Yoo-Hoo is described as Otaku's favorite character to have ever designed and play as, to the point that he has become synonymous with Otaku, himself.
* In the first Theater of The Mind Anime Campaign that Otaku hosted entitled **Abandoned Retro Mansion**, there was a shopkeeper titled **ICULU-Y00-H00** who looked and acted like the original Kulu-Yoo-Hoo. However, Otaku has confirmed that the two are not related in any way.
	+ However, Kulu has appeared proper in another Theater of The Mind adventure called **Sugar Hatch Funeral**, where it takes place decades prior to the events of the first adventure; confirming that he has been around for quite sometime with the same voice and appearance, where he was inside the walls of the Gelatodon's stomach.
* Originally meant to be a recurring secret shopkeeper due to Otaku loving his design and character, Kulu-Yoo-Hoo would eventually become the first among a series of shopkeepers referred to as "Eccentric Shopkeepers".
* When Princess Felicia took a sniff of the incense emanating from the bottles in **Levitating Cottage Establishment**, this was what played in her head during her passed out state, according to Otaku.