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Excorion

Creature 7 (uncommon) — undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDundead

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

Perception +18; darkvision
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 (void healing)
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 10, slashing 5
Speed 35 feet

Offense

Melee Fist (agile, finesse, unarmed) +18, Damage 2d8+8 bludgeoning plus Grab
Ranged Bloody Spew +18, range increment 20 feet, Damage 3d6+4 bludgeoning
Dazzled for 1 round

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 — 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.
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

WORKS WELL WITH

CrasherLANDThe excorion's debuffs and grabbed targets create high-value openings for a heavy hitter to focus.
SniperLANDRanged support capitalizes on the excorion's speed to secure advantageous positioning.
WeaverLANDA controller can herd enemies toward the excorion's grab range and amplify its debuff pressure.

PUNISHES

✖ trip tactics✖ shove tactics✖ mental attacks
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 #158: Sixty Feet Under.

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