ZuishinCreature 10
Source Pathfinder Bestiary 3
Perception +21 (darkvision)
Languages Common, Telepathy 100 Feet
Skills Acrobatics +23, Athletics +22, Intimidation +19, Medicine +21, Nature +21, Stealth +21
Str +6, Dex +7, Con +5, Int +1, Wis +5, Cha +3
AC 30; Fort +19; Reflex +23; Will +17;
HP 200
Speed 0 feet (fly 25 feet)
Weaknesses Coldiron 10
Katana +23 (+18, +13) to hit (deadly d8, magical, two hand d10, versatile p) 2d6+9 Slashing + 1d6 Good
Composite Longbow +24 (+19, +14) to hit (deadly d10, magical, range increment 100, reload 0, volley 30) 2d8+9 Piercing + 1d6 Good
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 100 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 zuishin's ward is typically a gate, doorway or shrine.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Attack of OpportunityTrigger 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.
Healing Arrow (divine, healing, necromancy)The zuishin blesses an arrow with healing magic and makes a composite longbow Strike against an ally. If it hits, rather than dealing damage, the arrow is infused with the effects of one of the following of the zuishin's innate divine spells: Breath of Life, Heal, Remove Disease, or Remove Paralysis. The zuishin must have the spell available to cast, and using this ability expends the spell.
If the zuishin rolls a failure on the attack roll against an ally who's aware of the arrow and wants to be hit, the attack hits, but on a critical failure, it still misses.
Holy Weaponry (divine, enchantment, evocation, good)Any weapon becomes a Striking Holy weapon while the zuishin wields it. A zuishin creates arrows out of nothing as part of their attacks with any bow they wield.
Divine Innate Spells (DC 29, +21 to hit)
1st Level: Detect Alignment (At Will) (Evil Only), Heal (2x)
2nd Level: Dispel Magic, Remove Paralysis, Shield Other
3rd Level: Remove Disease
4th Level: Dimension Door
5th Level: Breath of Life
Zuishin are kami warriors and archers who task themselves with watching over important shrines, ancient gates, or sacred doorways. Monasteries secreted away in snowy valleys, pagodas hidden in remote forests, and archways that mark the passage into sacred hidden cities all might host such kami. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off any evil powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are most often targeted for desecration by these vile fiends.
Most zuishin wear ancient armor and wield powerful weapons like swords and bows, but some might use spears, axes, or only their fists, depending on their ward and the people who make offerings there. Zuishin tend to regard mortals with skepticism. To earn a zuishin's trust, a supplicant might offer items of natural significance, such as an urn of hallowed earth, a branch from an ancient tree, or an arrangement of local flowers.
Like all kami, a zuishin might come across as reserved or even indifferent to humans and their ilk; however, this impression stems only from a zuishin's wisdom and longevity, which makes mortal affairs seem relatively trivial. In the company of other kami, however, they're unerringly benevolent and readily offer their aid to their fellows. For example, a zuishin whose ward lies nestled in an ancient forest might readily join forces with kodama in those trees to deter foes.
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
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.