Shoki
Creature 9 — monitor, psychopomp
SnareWeaverLANDmonitorpsychopomp
Shokis shepherd wayward souls to the Boneyard. They take great pride in traveling to the Universe (and sometimes beyond) to hunt down those who have evaded Pharasma's judgment, whether they be malicious foes or unfortunate undead. A shoki is often transported closer to their quarry by a more powerful psychopomp, but they have the ability to return once they've completed their mission. A shoki resembles an aged humanoid with jet-black skin, curling ram's horns, and a large snail's shell on their
Source: pathfinder-monster-core-2
Perception +21; darkvision, lifesense 60 feet
Languages chthonian, diabolic, empyrean, requian; Truespeech
Skills Boneyard Lore +19, deception +20, diplomacy +20, intimidation +20, occultism +16, religion +19, society +16, stealth +14
Str
+4
Dex
+1
Con
+4
Int
+3
Wis
+6
Cha
+5
Items Staff, Countless Religious Symbols
AC 27
Fort +19
Ref +14
Will +21
+1 status to all saves vs. magic
HP 150
Immunities death-effects, disease
Resistances poison 10, void 10
Speed 25 feet
Offense
Melee Staff (monk, two-hand-d8) +19, Damage 2d4+6 bludgeoning plus Shepherds Touch
Abilities
Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Infuse Staff (divine) — A shoki's staff becomes a +1 striking staff and is treated as if it were adamantine while the shoki wields it. A shoki's staff has Hardness 14 and HP 56 (BT 28) while possessed by the shoki and Hardness 5 and HP 20 (BT 10) while out of the shoki's possession. A shoki whose staff is taken or destroyed can infuse a new one with an hour of work.
Shepherd's Touch — A shoki's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead.
Soul Lock (divine, incapacitation) — Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock.
Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes Doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes Enfeebled 2. If the creature is an incorporeal undead, it becomes Stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours.
Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath or rejuvenate through any means, save for powerful magic, such a wish ritual. If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time.
Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes Doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes Enfeebled 2. If the creature is an incorporeal undead, it becomes Stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours.
Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath or rejuvenate through any means, save for powerful magic, such a wish ritual. If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time.
Divine Innate Spells DC 28, attack +20
7th Interplanar Teleport (Self and locked soul only; to the Boneyard only)
6th Spirit Blast
5th Mind Probe, Truespeech (Constant)
4th Read Omens
3rd Holy Light (×3)
2nd Calm, Invisibility (At Will; Self Only)
1st Heal (×3)
Cantrips (7th) Detect Magic, Frostbite, Read Aura, Stabilize, Vitality Lash
WORKS WELL WITH
AnvilLANDA frontline tank keeps melee pressure off the shoki while it locks down key threats.
CrasherLANDA mobile brute finishes off a target that's failed its save and been incapacitated.
SniperLANDRanged support focuses down whatever the shoki has isolated.
PUNISHES
✖ low Will saves✖ undead reliance✖ isolated targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Shoki in the encounter builder — free, no install.
Open in PathfinderGM →