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ToshigamiCreature 15


RareNGMediumKamiSpirit
Source Pathfinder Bestiary 3
Perception +30 (darkvision)
Languages Common, Speak With Plants, Telepathy 150 Feet
Skills Acrobatics +30, Diplomacy +31, Medicine +28, Nature +30, Stealth +28, Survival +30
Str +5, Dex +7, Con +6, Int +2, Wis +7, Cha +8

AC 35; Fort +25; Reflex +28; Will +30;
HP 370
Speed 50 feet (fly 50 feet)
Weaknesses Coldiron 15

Staff One Action +30 (+25, +20) to hit (magical, two hand d8) 2d4+13 Bludgeoning

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.

Telepathy 150 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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 toshigami's ward is typically a cherry tree.

At-Will Spells

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

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Fleeting Blossoms

A toshigami's staff Strikes stir up fleeting cherry blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 negative damage to living creatures and an additional 1d6 positive damage to undead.

Swift Staff Strike Two Actions

In a rapid series of movements, the toshigami unleashes a deadly assault. The toshigami makes three staff Strikes. The toshigami's multiple attack penalty doesn't increase until after they've made all three Strikes.

Touch of Ages (curse, divine)

A toshigami's attacks bestow a curse that alters the very flow of time in those they attack. When a toshigami hits a creature with a melee Strike, the creature must attempt a DC 38 fortitude save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature becomes Clumsy 1, Enfeebled 1, and Stupefied 1 for 1 round.

Failure The creature becomes Clumsy 2, Enfeebled 2, and Stupefied 2 for 1 minute.

Critical Failure As failure, but the conditions are permanent.


Divine Innate Spells (DC 36, +28 to hit)

1st Level: Heal
2nd Level: Gentle Repose, Restoration, Status, Tree Shape (Cherry Tree Only)
3rd Level: Haste, Slow
5th Level: Tree Stride (At Will) (Cherry Trees Only)
7th Level: Finger of Death, Regenerate
9th Level: Foresight (Constant) (Self Only)


Toshigami are especially powerful kami who protect cherry trees, particularly ones in places where the primeval powers of nature remain strong. The cycle of blossoming, flourishing, and wilting that cherry trees exhibit provides a striking visual metaphor for toshigami, who wield immense powers over growth, decay, and even time.

Also known as blossom kami, toshigami have a particular fascination with mortals. Many folk legends tell of toshigami who bestow their blessing unto worthy individuals who fight for just causes. Likewise, it isn't unheard of for toshigami to aid virtuous souls in dire need of healing or restoration. In truth, blossom kami are so rare and enigmatically aloof that few mortals have ever encountered such beings. Decades, even centuries, might pass before a humble village realizes that a toshigami inhabits its beloved cherry tree.

The stories persist, however, as they have for ages, leading to a widespread appreciation for cherry trees. The site of a new village might be chosen due to its proximity to an ancient cherry tree, and cherry trees are planted and carefully tended in larger population centers, both for their beauty and out of respect for the blossom kami. Should a toshigami choose one such tree as their ward, so much the better for the entire community.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.