Common Gwishin CR 1

XP 400
CE Medium undead (gwishin, incorporeal)
Init +1; Senses darkvision 60 ft., see invisibility; Perception +5


AC 12, touch 12, flat-footed 11 (+1 Dex, +1 deflection)
hp 11 (2d8+2)
Fort +1, Ref +1, Will +3
Immune undead traits


Speed 0 ft., fly 40 ft. (hover)
Melee incorporeal touch +2 (1d6 negative energy)
Spell-Like Abilities (CL 3rd, concentration +3)


Str -, Dex 13, Con -, Int 10, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Blind-Fight
Skills Fly +13, Intimidate +5, Stealth +6, Perception +5
Languages Common
SQ foresee doom 3/day


Foresee Doom (Su)

The gwishin can sense impending danger. This works like the foresight spell, but with a duration of 10 minutes.


Environment any
Organization solitary or gang (2-4)
Treasure standard (in lair, incidental otherwise)

A vaguely humanoid shadow rises before you, its head a blank shroud but its hands ending in claws of pure darkness.

Gwishin are restless spirits of those who have died, often under traumatic circumstances. They can be found nearly anywhere but most often congregate in abandoned buildings and villages or cemetaries, or in the forests and hills nearby.

Gwishin may form when a person dies with a great task unfinished, especially one of revenge. Some pass on the underworld after completing their mission, but strong-willed spirits may remain to terrorize the living.

A gwishin uses its spell-like abilities, if able, to separate and box in its opponents, then attacks in melee or from a distance.

A gwishin will use its foresee doom ability whenever it might be advantageous, but only if it has a chance to prepare; it will also freely use it on an ally to further its goals. If faced by a cleric, it is likely to flee, to attack later with surprise.

Section 15: Copyright Notice

Asian Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Andrew Ha, Gord Henderson, Thurston Hillman, Aurélien Lainé, Jeff Lee, Alex Riggs, Loren Sieg, Mike Welham.

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