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Kami, Zuishin

sword, guerrero, weapon, Kami, Zuishin

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Within this elaborate suit of armor can be seen the partial form of a determined warrior.

Source: Pathfinder d20pfsrd.com

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.

Zuishin CR 10
XP 9,600

LG Medium outsider (kami, native)

Init +9; Senses Darkvision 60 ft., detect evil, see invisibility; Perception +20
DEFENSE
AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dexterity, +4 natural)

hp 123 (13d10+52); fast healing 5

Fort +8, Ref +13, Will +14

DR 10/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; SR 21
OFFENSE
Speed Fly 30 ft. (perfect, 40 ft. without armor)

Melee +1 holy halberd +18/+13/+8 (1d10+7/x3)

Ranged +1 holy composite longbow +20/+15/+10 (1d8+5/x3)

Special Attacks healing arrow, holy weapons

Spell-Like Abilities (CL 13th; Concentration +18)   Constant—detect evil, see invisibility At will—cure light wounds, dimension door 3/day—alarm, Breath of Life, dispel magic, neutralize poison, remove curse, remove disease, restoration 1/day—dispel evil (DC 20), heal, true seeing
STATISTICS
Strength 18, Dexterity 21, Constitution 18, Intelligence 11, Wisdom 18, Charisma 21

Base Atk +13; CMB +17; CMD 34 (can’t be tripped)

Feats Improved Initiative, Improved Precise Shot, Iron Will, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)

Skills Fly +10, Heal +20, Intimidate +18, Knowledge (nature) +16, Perception +20, Sense Motive +20, Stealth +18

Languages Common; telepathy 100 ft.

SQ merge with ward, ward (gate, doorway, or shrine)
SPECIAL ABILITIES
Healing Arrow (Su)   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 (Su) 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.
ECOLOGY
Environment any

Organization solitary, pair, or warband (3-8)

Treasure double (+1 composite longbow [+4 Strength], +1 halberd, masterwork breastplate, other treasure)

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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