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Kurobozu

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, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt.

Recall Knowledge - Undead (Religion): DC 24

Elite | Normal | Weak

KurobozuCreature 6

UncommonLEMediumUndead
Source Bestiary 3 pg. 157
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 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Speed 35 feet
Melee Single ActionSingle Action fist +17 [+13/+9] (agile, magical), Damage 1d6+8 bludgeoning plus 1d4 negative and sagebaneBlack 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 deadBrawling 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 (necromancy, 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.Steal Breath Two ActionsTwo Actions (incapacitation, necromancy, occult) Requirements The kurobozu is adjacent to a living creature that is paralyzed, slowed, stunned, or unconscious; Effect The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute.
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.
Stunning Flurry Single ActionSingle Action 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.

Sidebar - Additional Lore Subversive Collaborators

Kurobozus are bitterly envious of living monks and often seek vengeance against members of their former monastery. They also have an affinity for outcast or malcontent monks, sometimes secretly assisting and safeguarding individuals who wish to destroy their former masters and fellow disciples.