Kurobozu
Creature 6 (uncommon) — undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherSnareLANDundeadunholy
A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death. Kurobozus retain echoes of their ascetic training, enabl
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +14; darkvision
Languages common
Skills acrobatics +14, athletics +15, Monastic Lore +11, stealth +14
Str
+5
Dex
+4
Con
+2
Int
+1
Wis
+4
Cha
+2
AC 24
Fort +12
Ref +16
Will +14
HP 90 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 35 feet
Offense
Melee Fist (agile, magical, unarmed) +17, Damage 1d6+8 bludgeoning plus 1d4 void plus Sagebane
Abilities
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.
Black Apoxia (disease) — The target can't recover from the fatigued condition caused by black apoxia until the disease is cured
Saving Throw DC 24 Fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 Drained 1 and Fatigued (1 day)
Stage 3 Drained 2 and fatigued (1 day)
Stage 4 dead
Saving Throw DC 24 Fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 Drained 1 and Fatigued (1 day)
Stage 3 Drained 2 and fatigued (1 day)
Stage 4 dead
Brawling Critical — When the kurobozu scores a critical hit with an unarmed attack, the target must succeed at a DC 22 Fortitude save or be Slowed 1 until the end of its next turn.
Sagebane (occult) — When the kurobozu damages a living creature with an unarmed Strike, the target must succeed at a DC 24 Fortitude save or become Stupefied 1 for 1 minute.
Further damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4.
Further damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4.
Steal Breath (incapacitation, occult) — Critical Success The creature is unaffected.
Success The creature can't speak for 1 minute.
Failure The creature becomes Sickened 2 and can't speak for 1 minute.
Critical Failure As failure, plus the creature falls Unconscious and begins suffocating.
Success The creature can't speak for 1 minute.
Failure The creature becomes Sickened 2 and can't speak for 1 minute.
Critical Failure As failure, plus the creature falls Unconscious and begins suffocating.
Stunning Flurry — Frequency once per round
Effect The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be Stunned 1 (or Stunned 3 on a critical failure); this save has the incapacitation trait.
Effect The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be Stunned 1 (or Stunned 3 on a critical failure); this save has the incapacitation trait.
WORKS WELL WITH
WeaverLANDAmplifies melee pressure by layering buffs or forced movement onto already-debilitated targets.
FlankerLANDExploits slowed and stupefied conditions to gain easy flanking angles against compromised targets.
ShadeLANDPicks off isolated targets already suffering from stacked conditions after the initial engagement.
PUNISHES
✖ low Fortitude✖ caster reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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