Kami, Zuishin
While all kami are enemies of oni, none are so fervent as the zuishin. Known also as shrine kami, zuishin take as their wards gates, doorways, religious places, and the spiritual archways known as torii, ensuring that the gates are respected. Zuishin can use many weapons, but tend to favor the bow. A zuishin treats its equipment with utmost care, viewing weapons as extensions of itself. It never discards its bow voluntarily; if the weapon is ever lost or destroyed, a zuishin can craft a new one in a month.
Zuishin treat other kami with respect, and are always willing to lend a helping hand. Creatures other than kami must earn a zuishin's trust before receiving its aid, and do so by honoring the gate it guards or providing an offering to the kami, such as a tree branch or other small piece of nature.
Zuishin manifest as suits of armor with a partly manifest warrior within, and wield glowing weapons. They stand 5 feet tall and weigh 120 pounds.
- HP
- 123 (13d10+52); fast healing 5
- AC
- 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 natural)
- Speed
- fly 30 ft. (perfect, 40 ft. without armor)
- Init
- +9
- Melee
- +1 holy halberd +18/+13/+8 (1d10+7/×3)
- Ranged
- +1 holy composite longbow +20/+15/+10 (1d8+5/×3)
- BAB
- +13
- CMB
- +17
- CMD
- 32 (can't be tripped)
- Fort
- +8
- Ref
- +13
- Will
- +14
- DR
- 10/cold iron
- SR
- 21
Weapons: Martial, Simple
Healing Arrow — As a swift action, a zuishin can infuse an arrow it fires to carry any of the following effects: breath of life, cure light wounds, heal, neutralize poison, remove curse, remove disease, or restoration. Using one of these effects consumes a use of the same spell-like ability. The zuishin must make a touch attack to deliver the effect to the target—the target takes no damage from the arrow.
Holy Weapons — Any weapon wielded by a zuishin is treated as if it had the holy special ability. A zuishin creates arrows out of nothing as part of its attacks with any bow it wields.
merge with ward
ward (gate, doorway, or shrine)
Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</p>
<p class="stat-block-1"> When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Fly +10, Heal +20, Intimidate +18, Knowledge (nature) +16, Perception +20, Sense Motive +20, Stealth +18
- Type
- Outsider
- Alignment
- LG
- Size
- Medium
- Environment
- any
- Organization
- solitary, pair, or warband (3-8)
- Treasure
- double (+1 composite longbow [+4 Str], +1 halberd, masterwork breastplate, other treasure)
- Senses
- darkvision 60 ft., detect evil, see invisibility; Perception +20
- Languages
- Common; telepathy 100 ft.
- Source
- Bestiary 3
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Precise Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Precise Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Rapid Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Breath Of Life (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Neutralize Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Curse (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Remove Disease (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Restoration (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
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