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KurobozuCreature 6


UncommonLEMediumUndead
Source Pathfinder Bestiary 3
Perception +14 (darkvision)
Languages Common
Skills Acrobatics +14, Athletics +15, Lore +11, Stealth +14
Str +5, Dex +4, Con +2, Int +1, Wis +4, Cha +2

AC 24; Fort +12; Reflex +16; Will +14;
HP 90 (negative healing)
Speed 35 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Fist One Action +17 (+13, +9) to hit (agile, magical) 1d6+8 Bludgeoning + 1d4 Negative

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.

Black Apoxia (disease)

The target can't recover from the fatigued condition caused by black apoxia until the disease is cured

Saving Throw DC 24 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 Drained 1 and Fatigued (1 day)

Stage 3 Drained 2 and fatigued (1 day)

Stage 4 dead

Brawling Critical

When the kurobozu scores a critical hit with an unarmed attack, the target must succeed at a DC 22 fortitude save or be Slowed 1 until the end of its next turn.

Sagebane (necromancy, occult)

When the kurobozu damages a living creature with an unarmed Strike, the target must succeed at a DC 24 fortitude save or become Stupefied 1 for 1 minute.

Further damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4.

Steal Breath Two Actions (incapacitation, necromancy, occult)

Requirements The kurobozu is adjacent to a living creature that is Paralyzed, Slowed, Stunned, or Unconscious


Effect The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute.


Critical Success The creature is unaffected.

Success The creature can't speak for 1 minute.

Failure The creature becomes Sickened 2 and can't speak for 1 minute.

Critical Failure As failure, plus the creature falls Unconscious and begins suffocating.

Stunning Flurry One Action

Frequency once per round


Effect The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 fortitude save or be Stunned 1 (or Stunned 3 on a critical failure); this save has the incapacitation trait.


A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death.

Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt.


Traits

Uncommon

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.