Vampire, Jiang-Shi
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)
- Speed
- 30 ft.
- Init
- +10
- Melee
- 2 claws +9 (1d8+3/19-20 plus grab), bite +9 (1d6+3)
- BAB
- +3
- CMB
- +8 (+12 grapple)
- CMD
- 28 (can't be tripped)
- Fort
- +8
- Ref
- +11
- Will
- +9; +2 vs. enchantment
- DR
- 10/magic and slashing
- Defensive Abilities
- channel resistance +4, evasion, prayer scroll
- Racial Modifiers
- +8 Acrobatics, +8 Perception, +8 Stealth
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
Alertness, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Skill Focus (Acrobatics), Spring Attack, Stunning Fist, Toughness, Weapon Finesse
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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).</p>
<p class="stat-block-1"> 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.</p>
Acrobatics +25 (+30 when jumping), Escape Artist +14, Perception +22, Sense Motive +14, Stealth +22, Swim +11
- 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
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Deflect Arrows (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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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 Unarmed Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stunning Fist (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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