Monk of Kugaptee
Creature 6 (uncommon) — undead, unholy
FlankerCrasherLANDundead
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: season-of-ghosts-bestiary
Perception +14; darkvision
Languages common, aklo
Skills acrobatics +14, athletics +14, 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 2d6+8 bludgeoning plus 1d6 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.
Brawling Critical — When a monk of Kugaptee scores a critical hit with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 Fortitude save or be Slowed 1 until the end of the monk's next turn.
Sagebane (occult) — When the monk of Kugaptee damages a living creature with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 Fortitude save or become Stupefied 1 for 1 minute.
Further damage dealt by the monk of Kugaptee 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 monk of Kugaptee resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of Stupefied 4.
Scarlet Apoxia (disease, occult) — The target can't recover from the Fatigued condition caused by scarlet 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 (a creature that dies of scarlet apoxia reincarnates as a nindoru of equal or lower level 24 hours after death unless the body is given a proper funeral; once reincarnation occurs, the dead creature can't be restored to its original life until after the nindoru it reincarnates into is first slain)
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 (a creature that dies of scarlet apoxia reincarnates as a nindoru of equal or lower level 24 hours after death unless the body is given a proper funeral; once reincarnation occurs, the dead creature can't be restored to its original life until after the nindoru it reincarnates into is first slain)
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 monk of Kugaptee makes two fist Strikes. If both hit the same creature, combine their damage for the purposes 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 monk of Kugaptee makes two fist Strikes. If both hit the same creature, combine their damage for the purposes 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
AnvilLANDAnvil holds the frontline, freeing the Flanker to circle for flanking and apply Stupefy and Slow debuffs without absorbing full enemy attention.
SnareLANDSnares channel enemy approach paths, letting the speedy Flanker choose advantageous engagements for Stunning Flurry.
MenderLANDSustained support keeps the melee debuffer in the fight applying Stupefy and Slow round after round.
PUNISHES
✖ low Fortitude✖ casters✖ standing still
Multiple melee debuffers without a durable Anvil risk overextension and inconsistent control application.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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