ability_mods: cha_mod: 2 con_mod: 4 dex_mod: 3 int_mod: -3 str_mod: 3 wis_mod: 3 ac: 18 ac_special: null active_abilities: - action_cost: One Action critical_failure: null critical_success: null description: The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike. effect: null failure: null frequency: null maximum_duration: null name: Pounce range: null raw_description: '**Pounce** [One Action] The esobok Strides and then makes a Strike. If it began this action __hidden__, it remains hidden until after the Strike.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: An esobok's Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead. effect: null failure: null frequency: null maximum_duration: null name: Spirit Touch range: null raw_description: '**Spirit Touch** An esobok''s Strikes affect __incorporeal__ creatures with the effects of a __ghost touch__ property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: One Action critical_failure: As failure, but as long as a creature is stunned or paralyzed, it is also __stupefied 2__. critical_success: The creature is unaffected. description: '**Requirement** A creature is __grabbed__ by the esobok''s jaws' effect: The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most __constructs__) and creatures whose bodies and souls are one (such as most __celestials__, __fiends__, and __monitors__) that roll a failure or critical failure on the save get a success instead. failure: The esobok wrenches the target's soul from its body into its jaws. __Mindless__ __undead__ creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are __paralyzed__. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks. frequency: null maximum_duration: null name: Wrench Spirit range: null raw_description: '**Wrench Spirit** [One Action] (__attack__, __divine__, __incapacitation__, __necromancy__) **Requirement** A creature is __grabbed__ by the esobok''s jaws; **Effect** The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most __constructs__) and creatures whose bodies and souls are one (such as most __celestials__, __fiends__, and __monitors__) that roll a failure or critical failure on the save get a success instead. **Critical Success** The creature is unaffected. **Success** The target is __stunned 1__. **Failure** The esobok wrenches the target''s soul from its body into its jaws. __Mindless__ __undead__ creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are __paralyzed__. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks. **Critical Failure** As failure, but as long as a creature is stunned or paralyzed, it is also __stupefied 2__.' requirements: null saving_throw: null stages: null success: The target is __stunned 1__. traits: - attack - divine - incapacitation - necromancy trigger: null alignment: N automatic_abilities: null description: 'Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the __Boneyard__. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they''re among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won''t do so twice. **__Recall Knowledge - Monitor__ (__Religion__)**: DC 18' hp: 55 hp_misc: null immunities: - __death__ effects - __disease__ languages: - Abyssal - Celestial - Infernal - Requian level: 3 melee_attacks: - action_cost: One Action damage: - formula: 1d10+3 type: piercing - formula: null type: Grab - formula: null type: spirit touch name: jaws to_hit: 12 traits: - magical - action_cost: One Action damage: - formula: 1d6+3 type: slashing - formula: null type: spirit touch name: claw to_hit: 12 traits: - agile - magical name: Esobok perception: 12 ranged_attacks: null resistances: - amount: 5 misc: null type: negative - amount: 5 misc: null type: poison saves: fort: 11 fort_misc: null misc: null ref: 8 ref_misc: null will: 8 will_misc: null senses: - darkvision - lifesense 60 feet - scent (imprecise) 60 feet size: Medium skills: - bonus: 8 misc: null name: Acrobatics - bonus: 10 misc: null name: Athletics - bonus: 9 misc: null name: Intimidation - bonus: 4 misc: null name: Religion - bonus: 8 misc: null name: Stealth - bonus: 10 misc: null name: Survival sources: - abbr: Bestiary 2 page_start: '208' page_stop: null speed: - amount: 30 misc: null type: Land spell_lists: - attack_bonus: null cantrips: null constants: null dc: 17 focus_points: null misc: null spell_lists: - level: 2 spells: - misc: ×3; self only name: invisibility spells_source: Divine Innate Spells traits: - Monitor - Psychopomp