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Excorion Paragon

Creature 18 (rare) — undead, unholy

Pre-Remaster content. May include legacy alignment.

WeaverAnvilLANDundeadunholy

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +30; darkvision
Languages daemonic
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 (void healing)
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15, slashing 10
Speed 40 feet

Offense

Melee Fist (agile, finesse, unarmed) +34, Damage 3d8+14 bludgeoning plus Grab
Ranged Bloody Spew +34, range increment 30 feet, Damage 5d6+7 bludgeoning

Abilities

Attack of Opportunity (Trip Only) — Trip only

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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 — 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.
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

WORKS WELL WITH

CrasherLANDGrab and trip control set up flat-footed targets for a Crasher's high-damage strikes while the Crasher draws the party's attention away from the excorion's ranged spew.
SniperLANDMelee control pins foes inside the Sniper's threat range and prevents escape from the Sniper's line of fire.
ShadeLANDHigh Stealth and the Shade's ambush approach create overlapping threat vectors that pressure the party from multiple unseen angles.

PUNISHES

✖ clumping✖ enchantment reliance✖ low Fortitude
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 #162: Ruins of the Radiant Siege.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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