🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Excorion ParagonCreature 18


RareNEMediumUndead
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +30 (darkvision)
Languages Daemonic
Skills Acrobatics +32, Athletics +32, Stealth +32
Str +6, Dex +8, Con +7, Int -3, Wis +4, Cha +0

AC 41; Fort +31; Reflex +32; Will +26;
HP 300 (negative healing)
Speed 40 feet
Immunities paralyzed, unconscious, mental, poison, death effects, disease
Weaknesses Positive 15, Slashing 10

Fist One Action +34 (+30, +26) to hit (agile, finesse) 3d8+14 Bludgeoning
Bloody Spew One Action +34 (+29, +24) to hit (range increment 30) 5d6+7 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 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.

Attack of Opportunity Reaction

Trip only

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Vein Walker

The 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).

Blinding Bile Two Actions (acid, evocation)

The excorion paragon projects a mist of burning blood in a 10-foot cone.

Creatures in the area take 10d8 acid damage and 5d8 bludgeoning damage (DC 37 basic reflex save).

On a failed save, an affected creature is also Blinded for 1 round (or 2 rounds on a critical failure).

The excorion can't use Blinding Bile again for 1d4 rounds.

Vital Transfusion Two Actions

Requirements The excorion has at least 200 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.

Vomit Blood One Action

The excorion spews necrotic blood all over a foe it has Grabbed.

The grabbed creature must succeed at a DC 39 fortitude save or become Sickened 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.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.