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Sickly Eshmok

Nethys Note: No description is given for this creature.

Recall Knowledge - Fiend (Religion): DC 26
Recall Knowledge - Fungus (Nature): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Sickly EshmokCreature 8

Uncommon Large Demon Fiend Fungus Unholy 
Source Gatewalkers (Hardcover) pg. 128
Perception +16; darkvision
Languages Chthonian, Empyrean
Skills Acrobatics +15, Athletics +17, Intimidation +18, Religion +16, Stealth +17
Str +6, Dex +4, Con +3, Int +2, Wis +3, Cha +5
AC 25; Fort +14, Ref +17, Will +16; +1 status to all saves vs. magic
HP 180; Resistances poison 10; Weaknesses cold iron 10, holy 10
Harmony Vulnerability An eshmok's wrath, along with that of its infestations, define it, and forcing peace upon them wrenches at their soul. If they fail a save against calm or a similar effect forcing them to be peaceful, an eshmok takes 4d6 mental damage.
Speed 25 feet, fly 35 feet
Melee [one-action] stinger +19 [+14/+9] (magical, unholy), Damage 2d8+7 piercing plus 2d6 poisonMelee [one-action] tendril +19 [+15/+11] (agile, magical, poison, reach 10 feet, unholy), Damage 2d8+7 slashing plus Eshmok InfectionDivine Innate Spells DC 26; 5th translocate, wall of thorns; 4th confusion, translocate (at will); 3rd fear
Rituals DC 26; 1st demonic pact
Change Shape [one-action] (concentrate, divine, polymorph) The eshmok turns into their fungus form or back into their normal humanoid wasp form. In fungus form, they lose their fly speed and can't make sting Strikes. In wasp form, they can't make tendril Strikes.Eshmok Infection (mental, poison) Saving Throw Will DC 26; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and quickened (1 round); Stage 3 confused, off-guard, and quickened (1 round). A creature that is quickened by eshmok infection can use the extra action each round for only Strike actions. A creature that is confused by an eshmok infection never considers an eshmok in fungal form as a target.

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