b'Zuishin \n'b'  Medium   fey ,  lawful good  \n'b'  Armor Class  17 (ghostly plate)  Hit Points  136 (16d8 + 64)  Speed  0 ft., fly 30 ft.\n'b' STATS STR: 18 (+4) DEX:  18 (+4)  CON:  18 (+4)  INT:  15 (+2)  WIS:  20 (+5)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +8,  Wis  +9,  Cha  +6  Skills   Insight  +9,  Intimidation  +6,  Nature  +6,  Perception  +9  Damage Immunities  poison, psychic  Damage Resistances  acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  19;  see invisibility   Languages  telepathy 100 ft.  Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The zuishin is immune to any spell or effect that would alter its form. \n'b'  Innate Spellcasting . The zuishin\xe2\x80\x99s spell casting ability is  Wisdom  (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  detect evil and good  \n'b'  3/day each :  alarm ,  dispel magic ,  spirit guardians  \n'b'  1/day each :  dispel evil and good ,  remove curse ,  true seeing  \n'b'\n'b'  Magic  Resistance  . The zuishin has advantage on saving throws against spells and other magical effects. \n'b'  Regeneration . The zuishin regains 5  hit points  at the start of its turn if it has at least 1 hit point. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The zuishin makes three sword or bow attacks. \n'b'  Sword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage, plus 7 (2d6) radiant damage if the target is evil. The zuishin\xe2\x80\x99s sword is magical. \n'b'  Longbow .  Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target.  Hit : 8 (1d8 + 4) piercing damage, plus 7 (2d6) radiant damage if the target is evil. The zuishin\xe2\x80\x99s bow and its arrows are magical. \n'b'   Healing  Arrow . As a bonus action, a zuishin can shoot an ally with a spectral arrow from its bow. If the arrow hits, the target takes no damage but is healed 8 (1d8 + 4)  hit points  and is affected as  lesser restoration . Alternatively, it can affect the target as a  heal  spell, but then the zuishin cannot use this ability again until it completes a long rest. \n'b'  Merge with Ward . While within or adjacent to a shrine, torii  gate , archway, or other gateway or portal, the zuishin can merge with it. While merged, the zuishin is immune to damage and can\xe2\x80\x99t be targeted, and if it wishes it can seal the  gate  as if it had cast  arcane lock . Its senses function normally while merged. It can emerge as an action, appearing in any unoccupied space within or adjacent to either its current gateway or doorway or archway of similar or greater  size  within 500, as if it had cast  dimension door . \n'b'\n'b' ABOUT \n'b' 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. \n'b' Zuishin treat other kami with respect and are always willing to lend a helping hand. Creatures other than kami must earn a zuishin\xe2\x80\x99s 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 appear translucent and almost ghostly but have semi-solid physical bodies that  levitate  off the ground, as though they stood about 5 feet tall.'