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BaykokCreature 9


CEMediumUndead
Source Pathfinder Bestiary 3
Perception +19 (darkvision)
Languages Common
Skills Acrobatics +17, Athletics +19, Stealth +17
Str +6, Dex +4, Con +5, Int +0, Wis +4, Cha +1

AC 27; Fort +20; Reflex +19; Will +15;
HP 200 (negative healing)
Speed 30 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Air 10, Bludgeoning 10, Earth 10

Greatclub One Action +21 (+16, +11) to hit (backswing, magical, shove) 2d10+9 Bludgeoning
Longbow One Action +21 (+16, +11) to hit (deadly d10, magical, volley 30) 1d8+6 Piercing + 1d8 Mental

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Banished from the Ground

A baykok can't willingly touch earth or rock surfaces. If forced into contact with such a surface, it becomes Enfeebled 2 for as long as it remains incontact.

Frightful Presence (aura, emotion, fear, mental)

120 feet Aura DC 25 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Arrow of Despair (emotion, enchantment, fear, incapacitation, mental, occult)

A baykok creates an invisible arrow of bone as it draws its bow. A Frightened creature hit by the arrow is stricken with loneliness and despair and must attempt a DC 26 will save; if the Strike was a critical hit, the target uses the outcome one degree of success worse than the result of its save.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature's frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends.

Critical Failure As failure, but the creature is Paralyzed until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 will save.

Devour Life One Action (curse, necromancy, occult)

Requirements The baykok is adjacent to a Paralyzed, Restrained, or Unconscious living humanoid.


Effect The baykok touches the target and devours part of its life force. The target must succeed at a DC 26 fortitude save or be afflicted with the baykok's wasting curse. If the target fails and wasn't already affected by the wasting curse, the baykok gains 20 temporary Hit Points that last for 1 hour.

Wasting Curse (curse, necromancy, occult)

The baykok steals life from its victim and leaves listless dread in its place.

If a target fails its save against Devour Life, it becomes Drained 1.

Each time the target gets a full night's rest, it must succeed at a DC 26 fortitude save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies.


A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable to ever set foot on the ground again. The creature's despairing, lonely cries at night are audible for miles across the wilderness it haunts. Jealous rage drives it to hunt isolated humanoids, especially warriors and hunters who remind it of the life it once had and squandered. A baykok's invisible arrows carry its soul-freezing loneliness, and its envious touch can steal a helpless victim's vitality.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.