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Zuishin

Creature 10 — kami, spirit

MenderSniperAERIALkamispiritholy

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 significanc

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
Items Composite Longbow, Katana, Breastplate
AC 30 Fort +19 Ref +23 Will +17
HP 180
Weaknesses cold-iron 10
Speed 0 feet, fly 25 feet

Offense

Melee Holy Katana (deadly-d8, holy, magical, two-hand-d10, versatile-p) +23, Damage 2d6+9 slashing
Ranged Holy Composite Longbow (deadly-d10, holy, magical, reload-0, volley-30) +24, range increment 100 feet, Damage 2d8+9 piercing

Abilities

Telepathy 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
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, attack +21
5th Breath of Life
4th Translocate (×3)
2nd Cleanse Affliction, Dispel Magic, Share Life, Sure Footing
1st Heal, Heal (×2)

WORKS WELL WITH

AnvilAERIALA durable flying frontline absorbs damage that the zuishin then offsets with Healing Arrow, extending the fight in its side's favor.
CrasherAERIALA heavy striker benefits most from being kept topped up by Healing Arrow, since it draws the most focused damage.
SnareAERIALA controller that keeps enemies from closing lets the zuishin keep firing both offense and healing from range.

PUNISHES

✖ ignoring support units✖ sustained low burst damage✖ melee closing that provokes Reactive Strike
This creature cannot walk at all, so pairing it with grounded allies or fighting in confined spaces limits how well it can support the fight.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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