Baykok
Creature 9 — undead, unholy
Pre-Remaster content. May include legacy alignment.
SniperWeaverLANDAERIALundead
A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable to ever set foot on the ground again. The creature's despairing, lonely cries at night are audible for miles across the wilderness it haunts. Jealous rage drives it to hunt isolated humanoids, especially warriors and hunters who remind it of the life it once had and squandered. A baykok's invisible arrows carry its soul-freezing loneliness, and its
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +19; darkvision
Languages common
Skills acrobatics +17, athletics +19, stealth +17
Str
+6
Dex
+4
Con
+5
Int
+0
Wis
+4
Cha
+1
Items Greatclub, Longbow
AC 27
Fort +20
Ref +19
Will +15
HP 200 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses air 10, bludgeoning 10, earth 10
Speed 30 feet, fly 40 feet
Offense
Melee Greatclub (backswing, magical, shove) +21, Damage 2d10+9 bludgeoning
Ranged Longbow (deadly-d10, magical, volley-30) +21, range increment 100 feet, Damage 1d8+6 piercing plus 1d8 mental plus Arrow Of Despair
Abilities
Banished from the Ground — A baykok can't willingly touch earth or rock surfaces. If forced into contact with such a surface, it becomes Enfeebled 2 for as long as it remains incontact.
Frightful Presence (aura, emotion, fear, mental) — 120 feet. DC 25 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Arrow of Despair (emotion, fear, incapacitation, mental, occult) — A baykok creates an invisible arrow of bone as it draws its bow. A Frightened creature hit by the arrow is stricken with loneliness and despair and must attempt a DC 26 Will save; if the Strike was a critical hit, the target uses the outcome one degree of success worse than the result of its save.
Critical Success The creature is unaffected.
Success The creature is Slowed 1 for 1 round.
Failure The creature's frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends.
Critical Failure As failure, but the creature is Paralyzed until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 Will save.
Critical Success The creature is unaffected.
Success The creature is Slowed 1 for 1 round.
Failure The creature's frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends.
Critical Failure As failure, but the creature is Paralyzed until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 Will save.
Devour Life (curse, occult) —
Wasting Curse (curse, occult) — The baykok steals life from its victim and leaves listless dread in its place.
If a target fails its save against Devour Life, it becomes Drained 1.
Each time the target gets a full night's rest, it must succeed at a DC 26 Fortitude save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies.
If a target fails its save against Devour Life, it becomes Drained 1.
Each time the target gets a full night's rest, it must succeed at a DC 26 Fortitude save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies.
WORKS WELL WITH
AnvilLAND / AERIALA durable front-liner holds enemies at range while it applies fear and despair from safety.
CrasherLAND / AERIALAggressive melee pressure forces enemies to choose between engaging the frontline or seeking cover from arrows.
FlankerLAND / AERIALFrightened enemies suffer reduced DCs, making them more vulnerable to mobile strikers exploiting the debuff.
PUNISHES
✖ low Will✖ clumping
Ranged attackers without a frontline fold when enemies close the gap.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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