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Esobok

Creature 3 — monitor, psychopomp

Esoboks are brute hunters and pugnacious sentinels who serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent

Source: pathfinder-monster-core-2

Perception +12
Skills acrobatics +8, athletics +8, intimidation +9, religion +4, stealth +8, survival +10
Str
+3
Dex
+3
Con
+4
Int
-3
Wis
+3
Cha
+2
AC 18 Fort +11 Ref +8 Will +8
HP 55
Immunities death-effects, disease
Resistances poison 5, void 5
Speed 30 feet

Offense

Melee Jaws +12, Damage 1d10+3 piercing
Melee Claw +12, Damage 1d6+3 slashing

Abilities

Lifesense 60 feet — Lifesense
Pounce — The esobok Strides and then makes a Strike. If it began this action Hidden, it remains hidden until after the Strike.
Shepherd's Touch — An esobok's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead.
Wrench Spirit (attack, divine, incapacitation) — **Critical Success** The creature is unaffected. **Success** The target is Stunned 1. **Failure** The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are Paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.
Grab — Grab

Spells

Invisibility (Self Only) (rank 2)

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