Excorion
Creature 7 (uncommon) — undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +18
Skills acrobatics +16, athletics +17, stealth +16
Str
+4
Dex
+5
Con
+4
Int
-3
Wis
+1
Cha
+0
AC 24
Fort +17
Ref +18
Will +14
HP 160
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 10, slashing 5
Speed 35 feet
Offense
Melee Fist +18, Damage 2d8+8 bludgeoning
Ranged Bloody Spew +18, Damage 3d6+4 bludgeoning
Abilities
Vein Walker — The excorion moves about by way of hundreds of pulsating blood vessels, which stretch from its body in dozens of tight, ropy bundles and anchor it to the ground. An excorion cannot be Tripped, Shoved, or otherwise forcibly moved except by magic, and the excorion ignores difficult terrain (but not greater difficult terrain).
Void Healing — Negative Healing
Bloody Handprint — The excorion plants a magical handprint on the target, marking them as chosen for death. The excorion makes a fist Strike against an adjacent creature; this does not count toward the excorion's multiple attack penalty. On a hit, the attack does no damage, but the creature becomes observed to every excorion within 60 feet, even if an excorion's line of sight would be blocked by a wall or other obstacle. This effect lasts until the handprint is washed off, which requires water and spending 3 actions to fully clean off.
Vital Transfusion — The living creature is Slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy; the living creature also counts as an excorion for 1 minute for the purpose of seeing other excorions' Bloody Handprint marks.
Vomit Blood — The excorion spews necrotic blood all over a foe it has grabbed. The grabbed creature must succeed at a DC 25 Fortitude save or become Sickened 2.
Grab — Grab
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