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Esobok

Creature 3 — monitor, psychopomp

CrasherFlankerLANDmonitorpsychopompdivine

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; darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet
Languages chthonian, diabolic, empyrean, requian
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 (magical) +12, Damage 1d10+3 piercing plus Grab, Spirit Touch
Melee Claw (agile, magical) +12, Damage 1d6+3 slashing plus Spirit Touch

Abilities

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 vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
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
Divine Innate Spells
2nd Invisibility (Self Only) (×3)

WORKS WELL WITH

AnvilLANDA frontline tank occupies enemies so the hunter can Stride into a hidden Pounce elsewhere on the field.
SniperLANDRanged pressure finishes a target the Grab has already pinned in place before it can escape.
WeaverLANDA caster's debuff softens a target's Will or Fort before the pounce and jaws land.

PUNISHES

✖ isolated targets✖ ranged reliance✖ low Fort
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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