Library / Bestiary

Vampire, Jiang-Shi

CR 6.00 Undead LE Medium HD 5
Its flesh pallid and a parchment burial prayer hanging from its brow, this risen corpse lurches forward in a series of short hops.

Jiang-shis (often known as “hopping vampires”) are undead humanoid creatures that feed on the exhaled life energy of the living. A jiang-shi's appearance is based on the state of the creature's corpse at the time of its reanimation. Regardless of the state of decay, most jiang-shis wear clothing or armor that is at least one generation out of style. Additionally, each has a short parchment prayer scroll affixed to its brow by stitches; originally intended to protect the body from restless spirits, this scroll grants a jiang-shi immunity to magical effects unleashed by items like scrolls and wands.

A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon.

HP
51 (5d8++25); fast healing 5
AC
25, touch 22, flat-footed 18 (+6 Dex, +1 dodge, +3 natural, +1 monk, +4 Wis)
Init
+10
Speed
30 ft.
Fort
+8
Ref
+11
Will
+9; +2 vs. enchantment
BAB
+3
CMB
+8 (+12 grapple)
CMD
28 (can't be tripped)
Melee
2 claws +9 (1d8+3/19-20 plus grab), bite +9 (1d6+3)
DR
10/magic and slashing
Defensive Abilities
channel resistance +4, evasion, prayer scroll
Racial Modifiers
+8 Acrobatics, +8 Perception, +8 Stealth
str
16
+3
dex
23
+6
con
-
int
12
+1
wis
18
+4
cha
16
+3

Weapons: Simple

brutal claws

drain chi (DC 15)

flurry of blows

stunning fist (5/day, DC 16)

fast movement

high jump

ki pool (6 points, magic)

maneuver training

purity of body

slow fall 20 ft.

still mind

Universal Monster Rules

Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Brutal Claws from text
Drain Chi (DC 15) from text
Evasion from text
Fast Movement from text
Flurry Of Blows from text
High Jump from text
Ki Pool (6 points, magic) from text
Maneuver Training from text
Prayer Scroll from text
Purity Of Body from text
Slow Fall 20 Ft. from text
Still Mind from text

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Deflect Arrows from Feat

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Acrobatics) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Spring Attack from Feat

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Stunning Fist (5/day, DC 16) from Feat

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Toughness from Feat

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Calculated: +3 Hp Bonus
Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +25 (+30 when jumping), Escape Artist +14, Perception +22, Sense Motive +14, Stealth +22, Swim +11

Details
Type
Undead
Alignment
LE
Size
Medium
Environment
any
Organization
solitary or brotherhood (2-8)
Treasure
NPC gear (amulet of natural armor +1, cloak of resistance +1, potion of invisibility, alchemist's fire [6])
Senses
blindsight 60 ft. (breathing creatures only), darkvision 60 ft.; Perception +22
Languages
Common
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
13 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Deflect Arrows (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Unarmed Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Skill Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Stunning Fist (Feat) — core content under OGL 1.0a
  • Uses feat: Toughness (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Finesse (Feat) — core content under OGL 1.0a
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