Monster Dossier
Zuishin
Zuishin is a fantasy monster entry from source B3.
Traits
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Rules & statistics
Monster Profile
Perception
21
Senses
- Name
- darkvision
Languages
- Languages
- common
- Abilities
- telepathy 100 feet
Skills
- Acrobatics
- 23
- Athletics
- 22
- Intimidation
- 19
- Medicine
- 21
- Nature
- 21
- Stealth
- 21
Ability Mods
- Str
- 6
- Dex
- 7
- Con
- 5
- Int
- 1
- Wis
- 5
- Cha
- 3
Items
- +1 breastplate
- +1 composite longbow
- +1 katana
Defenses
- Ac
- 30
- Saving Throws
- Fort
- 19
- Ref
- 23
- Will
- 17
- Hp
- Hp
- 200
- Weaknesses
- Amount
- 10
- Name
- cold iron
Speed
- Fly
- 25
Attacks
- Range
- Melee
- Name
- katana
- Attack
- 23
- Traits
- deadly
- magical
- two-hand
- versatile
- Damage
- 2d6+9 slashing plus 1d6 good
- Types
- good
- slashing
- Range
- Ranged
- Name
- composite longbow
- Attack
- 24
- Traits
- deadly
- magical
- range increment
- reload
- volley
- Damage
- 2d8+9 piercing plus 1d6 good
- Types
- good
- piercing
Spellcasting
- Type
- Innate
- Tradition
- divine
- DC
- 29
- Entry
- 2
- Spells
- Name
- detect alignment
- Amount
- at will
- Notes
- evil only
- Name
- shield other
- 3
- Spells
- Name
- heal
- Amount
- 2
- 4
- Spells
- Name
- remove disease
- Name
- remove paralysis
- 5
- Spells
- Name
- breath of life
- Name
- dimension door
- Amount
- 3
- Name
- dispel magic
- Name
- heal
Abilities
- Top
- Entries
- 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 a specific gate, doorway, or shrine.
- Name
- Ward
- Traits
- abjuration
- divine
- Mid
- Activity
- Number
- 1
- Unit
- reaction
- Name
- Attack of Opportunity
- Bot
- Activity
- Number
- 2
- Unit
- action
- Traits
- divine
- healing
- necromancy
- Entries
- The zuishin blesses an arrow with healing magic and makes a composite longbow Strike against an ally. If it hits, rather than dealing damage, the arrow is infused with the effects of one of the following of the zuishin's innate divine spells: breath of life, heal, remove disease, or remove paralysis.
- The zuishin must have the spell available to cast, and using this ability expends the spell. If the zuishin rolls a failure on the attack roll against an ally who's aware of the arrow and wants to be hit, the attack hits, but on a critical failure, it still misses.
- Name
- Healing Arrow
- Traits
- divine
- enchantment
- evocation
- good
- Entries
- 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.
- Name
- Holy Weaponry
Background
Lore
No lore provided.