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KishiCreature 8


NEMediumFey
Source Pathfinder Bestiary 3
Perception +14 (low-light vision)
Languages Common, Sylvan
Skills Athletics +18, Deception +20, Diplomacy +19, Society +15, Stealth +18
Str +6, Dex +4, Con +1, Int +1, Wis +2, Cha +5

AC 25; Fort +13; Reflex +18; Will +17;
HP 138
Speed 25 feet
Weaknesses Coldiron 10
Resistances Piercing 10

Jaws One Action +20 (+15, +10) to hit 2d10+9 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+9 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constrict One Action

1d10+9 piercing, DC 26 basic fortitude (Grabbed by jaws only)


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Head Spin Free Action

The kishi switches between showing their attractive human face and their snarling hyena face. A kishi can use their innate spell and their Deception and Diplomacy skills only when their human face is showing, and they can use their jaws Strike only when their hyena face is showing.

Sudden Charge Two Actions

The kishi Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.

Vicelike Jaws

A creature Grabbed in the kishi's jaws can barely speak; a creature must succeed at a DC 8 flat check to provide verbal components for spells, doing so in a choked whisper.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Arcane Innate Spells (DC 27, +19 to hit)

1st Level: Charm (At Will)


Kishis are duplicitous and murderous fey who dwell on the edges of Golarion's densest jungles. At first glance, kishis appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face: that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi's powerful jaws are almost impossible to pry loose and can crush a victim's bones in a matter of moments.

Kishi range widely in their physical features, and their height and weight vary as much as the people whose communities they infiltrate. They dress in fine clothing aligned with the latest fashion trends, and they wear flashy jewelry with the intention of drawing onlookers' eyes.

Like most fey, a kishi has inscrutable motives, though to their victims, the kishi's goal seems simple-to revel in the expression of shock, betrayal, and terror on a victim's face. Although kishis can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. These ultimate sadists derive pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better-for nothing satisfies kishis as much as earning (and destroying) the trust of someone who rarely grants it.

When kishis get their new friends or lovers alone, they choose the most dramatic moments to reveal their true monstrous forms and clamp their jaws down on their victim. Kishis have no desire to share their true nature with the entire community, so they typically aim for the throats of their victims, who can no longer cry out for help after being cut off from air. Kishis consume every part of their victims' bodies, leaving no trace of the crime-even lapping up any spilled blood, claiming the victim's treasures as their own, and cleaning the murder scene as much as possible.

Few things can bind a community together as swiftly as uncovering a kishi. Once found out, a kishi flees, hoping to find a new community to prey upon.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.