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ShikigamiCreature 1


LNTinyKamiSpirit
Source Pathfinder Bestiary 3
Perception +10 (darkvision)
Languages Common
Skills Diplomacy +6, Medicine +7, Nature +7, Society +6, Stealth +5
Str +2, Dex +2, Con +3, Int +1, Wis +4, Cha +3

AC 15; Fort +7; Reflex +5; Will +9;
HP 25
Speed 25 feet
Immunities bleed
Weaknesses Coldiron 3

Fist One Action +7 (+3, -1) to hit (agile) 1d4+2 Bludgeoning
Spade One Action +7 (+3, -1) to hit (agile, versatile s) 1d6+2 Piercing
Spade One Action +7 (+3, -1) to hit (agile, thrown 10, versatile s) 1d6+2 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Ward (abjuration, divine)

Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.

A shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue.


Divine Innate Spells (DC 17, +9 to hit)

Cantrips (1st Level): Forbidding Ward
1st Level: Purify Food and Drink
2nd Level: Animal Messenger, Invisibility (Self Only)


Shikigami are the least powerful of all kami and the most common. Unlike most other kami, which are bound to their wards by a more powerful spirit or deity, shikigami are minor spirits that even mortal practitioners can sometimes bind into a tiny paper form and task with guarding small works, such as garden statues and vases. Landowners delight in having shikigami protect their gardens, whether they paid a wandering spellcaster to entreat the shikigami or simply had the fortune of another spirit assigning a shikigami to their land. Travelers who come across a shikigami-graced milestone or waypost believe that such encounters are good omens for the journey ahead.

For their part, shikigami have mixed opinions on civilization and the humanoids who dwell therein. While shikigami will fight to protect their ward against invaders and desecrators, these kami are just as likely to leave-their ward in tow-if locals begin to despoil the area or show a disregard for nature. Most practitioners capable of binding a shikigami wouldn't engage in this type of disrespect, but should the kami catch wind of such practices, shikigami across the land might abandon their contracts en masse, leaving an uncomfortable vacuum with their unexpected exodus. In this way, shikigami exemplify the precarious balance between the expansion of civilization and the preservation of the natural world.

Not all shikigami protect gardens, so you can substitute the shikigami's spade for any sort of mundane tool that's useful to the shikigami's task and their ward. The kami wields any such weapon with the same damage dice, modifiers, and traits listed for their spade Strike, but change the damage type as appropriate for the new weapon.


Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat.

Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.


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.