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EsobokCreature 3


NMediumMonitorPsychopomp
Source Pathfinder Bestiary 2
Perception +12 (darkvision, lifesense 60 feet, scent (imprecise) 60 feet)
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Athletics +10, Intimidation +9, Religion +4, Stealth +8, Survival +10
Str +3, Dex +3, Con +4, Int -3, Wis +3, Cha +2

AC 18; Fort +11; Reflex +8; Will +8;
HP 55
Speed 30 feet
Immunities death effects, disease
Resistances Negative 5, Poison 5

Jaws One Action +12 (+7, +2) to hit (magical) 1d10+3 Piercing
Claw One Action +12 (+8, +4) to hit (agile, magical) 1d6+3 Slashing

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.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Lifesense

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Pounce One Action

The esobok Strides and then makes a Strike. If it began this action Hidden, it remains hidden until after the Strike.

Spirit Touch (incorporeal)

An esobok's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.

Wrench Spirit One Action (attack, divine, incapacitation, necromancy, constructs, celestials, fiends, monitors, mindless, undead)

Requirements A creature is Grabbed by the esobok's jaws


Effect The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) that roll a failure or critical failure on the save get a success instead.


Critical Success The creature is unaffected.

Success The target is Stunned 1.

Failure The esobok wrenches the target's soul from its body into its jaws. mindless undead creatures of level 2 or lower are destroyed, other undead creatures are Stunned for 1 round, and all other creatures are Paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.

Critical Failure As failure, but as long as a creature is stunned or paralyzed, it is also Stupefied 2.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 17, +7 to hit)

2nd Level: Invisibility (Self only)


Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice.


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.