pathfinder-2-sqlite-MIRROR/data/monsters/esobok.yaml

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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