Excorion Paragon
Creature 18 (rare) — undead, unholy
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +30
Skills acrobatics +32, athletics +32, stealth +32
Str
+6
Dex
+8
Con
+7
Int
-3
Wis
+4
Cha
+0
AC 41
Fort +31
Ref +32
Will +26
HP 300
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15, slashing 10
Speed 40 feet
Offense
Melee Fist +34, Damage 3d8+14 bludgeoning
Ranged Bloody Spew +34, Damage 5d6+7 bludgeoning
Abilities
Attack of Opportunity (Trip Only) — Trip only
Attack Of Opportunity
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 can't 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
Blinding Bile (acid) — The excorion paragon projects a mist of burning blood in a 10-foot cone.
Creatures in the area take 10d8 acid plus 5d8 bludgeoning{10d8 acid damage and 5d8 bludgeoning damage} (DC 37 Reflex save).
On a failed save, an affected creature is also Blinded for 1 round (or 2 rounds on a critical failure).
The excorion can't use Blinding Bile again for 1d4 rounds.
Vital Transfusion — The living creature is Slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy.
Vomit Blood — The excorion spews necrotic blood all over a foe it has Grabbed.
The grabbed creature must succeed at a DC 39 Fortitude save or become Sickened 2.
Grab — Grab
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