ExcorionCreature 7
Source Pathfinder Book of the Dead
Perception +18 (darkvision)
Languages none
Skills Acrobatics +16, Athletics +17, Stealth +16
Str +4, Dex +5, Con +4, Int -3, Wis +1, Cha +0
AC 24; Fort +17; Reflex +18; Will +14;
HP 160 (negative healing)
Speed 35 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 10, Slashing 5
Fist +18 (+14, +10) to hit (agile, finesse) 2d8+8 Bludgeoning
Bloody Spew +18 (+13, +8) to hit (range increment 20) 3d6+4 Bludgeoning
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 HealingA 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.
Vein WalkerThe excorion moves about by way of hundreds of pulsating blood vessels, which stretch from its body in dozens of tight, ropy bundles and anchor it to the ground. An excorion can't be Tripped, Shoved, or otherwise forcibly moved except by magic, and the excorion ignores difficult terrain (but not greater difficult terrain).
Bloody HandprintThe excorion plants a magical handprint on the target, marking them as chosen for death. The excorion makes a fist Strike against an adjacent creature; this doesn't count toward the excorion's multiple attack penalty. On a hit, the attack does no damage, but the creature becomes observed to every excorion within 60 feet, even if an excorion's line of sight would be blocked by a wall or other obstacle. This effect lasts until the handprint is washed off, which requires water and spending 3 actions to fully clean off.
Vital TransfusionRequirements The excorion has at least 70 Hit Points
Effect The excorion sacrifices itself and transfers its bloody, vital energy to a willing living creature within 30 feet. The excorion is immediately destroyed, and the targeted living creature heals a number of HP equal to half the excorion's remaining HP at the time that it used this ability. The living creature is Slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy; the living creature also counts as an excorion for 1 minute for the purpose of seeing other excorions' Bloody Handprint marks.
Vomit BloodThe excorion spews necrotic blood all over a foe it has Grabbed or Restrained. The grabbed creature must succeed at a DC 25 fortitude save or become Sickened 2.
GrabRequirements 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.
These hideous undead creatures result from an exquisitely painful necromantic process where flayed humanoids are animated through their exposed blood vessels. Cults of undeath typically punish apostates and renegades with this cruel method of reanimation, though sacrificial victims or unfortunate prisoners might suffer a similar fate. Excorions have supernaturally strong, pulsing veins that extend outward from their bodies like thousands of tiny, bloody cilia.
Excorions move their bulks not with their dead muscles but with heaving contractions of their blood vessels, which pull them along in a swift but jerky manner. Excorions can shift their magical blood easily throughout their bodies, allowing them to squirt blood from their gaping, skinless mouths or to messily mark their foes.
Most excorions are so broken by the process of their creation that they retain few memories of their past lives or identities. This is, typically, a minor blessing in their cursed tale, protecting the excorion's former friends and family from truly realizing their horrific fate.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.