ZuishinCreature 10
Source Pathfinder Monster Core 2
Perception +21 (darkvision)
Languages Common, Empyrean, 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 180
Speed 0 feet (fly 25 feet)
Weaknesses Cold Iron 10
Holy Katana
+23 (+18, +13) to hit (deadly d8, holy, magical, two hand d10, versatile p) 2d6+9 SlashingHoly Composite Longbow
+24 (+19, +14) to hit (deadly d10, holy, magical, reload 0, volley 30) 2d8+9 PiercingTelepathy 100 feet (aura, magical, mental)
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 (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.
Reactive Strike
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.
Healing Arrow
(divine, healing)The zuishin blesses an arrow with healing magic. They expend a Breath of Life, Cleanse Affliction, Heal, or Sure Footing spell and make a composite longbow Strike against an ally.
A critical failure has no effect, but on any other result the ally is affected by the spell rather than taking damage from the Strike.
Holy Weaponry (divine)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: Heal (2x)
2nd Level: Cleanse Affliction, Dispel Magic, Share Life, Sure Footing
4th Level: Translocate
5th Level: Breath of Life
Zuishin are kami warriors and archers tasked with watching over important shrines, ancient gates, or sacred doorways. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off unholy powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are often targeted by these vile fiends.
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, they're unerringly benevolent and readily offer 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 from 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 oni (Pathfinder Monster Core 252–255). 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 fight vigilantly to scare away anyone perceived as a threat.
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.
KamiKami are spirits of the Material Plane that bond with a specific object or place.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.