Toshigami

CREATURE 15

rare ng medium kami spirit 

Perception +30; darkvision

Languages Common; speak with plants, telepathy 150 feet

Skills Acrobatics +30, Diplomacy +31, Medicine +28, Nature +30, Stealth +28, Survival +30

Str +5 Dex +7 Con +6 Int +2 Wis +7 Cha +8

Items +2 striking staff

Ward (abjuration, 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 toshigami's ward is a specific cherry tree.

AC  35; Fort +25, Ref +28, Will +30

HP 370; Weaknesses cold iron 15

Attack of Opportunity [R]

Speed 50 feet, fly 50 feet

Melee [>] staff +30 (magical, two-hand d8), Damage 2d4+13 bludgeoning plus fleeting blossoms and touch of ages

Divine Innate Spells DC 36; 7th finger of death, haste, regenerate; 6th restoration, slow, tree stride (at will, cherry trees only); 5th gentle repose; 4th status; Constant (9th) foresight (self only)

Fleeting Blossoms A toshigami's staff Strikes stir up fleeting cherry blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 negative damage to living creatures and an additional 1d6 positive damage to undead.

Swift Staff Strike [>>] In a rapid series of movements, the toshigami unleashes a deadly assault. The toshigami makes three staff Strikes. The toshigami's multiple attack penalty doesn't increase until after they've made all three Strikes.

Touch of Ages (curse, divine) A toshigami's attacks bestow a curse that alters the very flow of time in those they attack. When a toshigami hits a creature with a melee Strike, the creature must attempt a DC 38 Fortitude save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected.Success The creature becomes clumsy 1, enfeebled 1, and stupefied 1 for 1 round.Failure The creature becomes clumsy 2, enfeebled 2, and stupefied 2 for 1 minute.Critical Failure As failure, but the conditions are permanent.

Bestiary 3, page 145.

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