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ShokiCreature 9


UncommonNMediumMonitorPsychopomp
Source Pathfinder #186: Ghost King's Rage
Perception +21 (darkvision, lifesense 60 feet; detect alignment)
Languages Abyssal, Celestial, Infernal, Requian, Tongues
Skills Lore +19, Deception +20, Diplomacy +20, Intimidation +20, Occultism +16, Religion +19, Society +16, Stealth +14
Str +4, Dex +1, Con +4, Int +3, Wis +6, Cha +5

AC 27; Fort +19; Reflex +14; Will +21; +1 status to all saves vs. magic
HP 130
Speed 25 feet
Immunities death effects, disease
Resistances Negative 10, Poison 10

Staff One Action +19 (+14, +9) to hit (two hand d8) 2d4+6 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.

Lifesense 60 feet

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicInfuse Staff (divine, evocation)

A shoki's staff becomes a +1 striking staff and is treated as if it were adamantine while the shoki wields it. A shoki's staff has Hardness 14 and HP 56 (BT 28) while possessed by the shoki or Hardness 5 and HP 20 (BT 10) while out of the shoki's possession. A shoki whose staff is taken or destroyed can infuse a new one with an hour of work.

Soul Lock Two Actions (divine, incapacitation, necromancy)

Requirements The shoki doesn't have a soul locked within their staff


Effect The shoki attempts to capture the soul of a creature on the brink of death: either an undead creature, a creature with the dying condition, or a creature who died within the last minute. The target must attempt a DC 32 will save with the following results.


Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock.

Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes Doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes Enfeebled 2. If the creature is an incorporeal undead, it becomes Stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours.

Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath, or rejuvenate through any means, save for powerful magic, such as miracle or wish. If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time.

Spirit Touch

A shoki's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 2d6 negative damage to living creatures and 2d6 positive damage to undead.


Divine Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Chill Touch, Detect Magic, Disrupt Undead, Read Aura, Stabilize
1st Level: Detect Alignment (Constant), Heal
2nd Level: Calm Emotions, Invisibility (At Will, Self Only)
3rd Level: Searing Light
4th Level: Read Omens
5th Level: Mind Probe, Tongues (Constant)
6th Level: Spirit Blast
7th Level: Plane Shift (Self And Locked Soul Only, To The Boneyard Only)


Shokis are shepherds who lead wayward souls to the Boneyard.


Psychopomps preside over death and the cycle of souls.


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.