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There is a Legacy version here.

Esobok

Esoboks are brute hunters and pugnacious sentinels who 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
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

EsobokCreature 3

Medium Monitor Psychopomp 
Source Monster Core 2 pg. 262
Perception +9; darkvision, lifesense 60 feet, scent (imprecise) 60 feet
Languages Chthonian, Diabolic, Empyrean, Requian
Skills Acrobatics +5, Athletics +5, Intimidation +6, Religion +1, Stealth +5, Survival +7
Str +3, Dex +3, Con +4, Int -3, Wis +3, Cha +2
AC 15; Fort +8, Ref +5, Will +5
HP 55; Immunities death effects, disease; Resistances poison 5, void 5
Speed 30 feet
Melee [one-action] jaws +9 [+4/-1] (magical), Damage 1d10+3 piercing plus Grab (page 361) and shepherd's touchMelee [one-action] claw +9 [+5/+1] (agile, magical), Damage 1d6+3 slashing plus shepherd's touchDivine Innate Spells DC 14; 2nd invisibility (×3; self only)
Pounce [one-action] The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike.Wrench Spirit [one-action] (attack, divine, incapacitation) Requirement A creature is grabbed or restrained 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 17 Will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) who 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's also stupefied 2.

All Monsters in "Psychopomp"

NameLevel
Algea11
Catrina5
Eseneth17
Esobok3
Joseung Saja14
Morrigna15
Nosoi1
Shoki9
Vanth7
Vanth Guardian Flock13
Vanth Warrior14
Yamaraj20

Psychopomp

Source Monster Core pg. 274 1.1
Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.

Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.

Sidebar - Locations Psychopomp Courts

Psychopomps rarely oppose celestials or fiends. In fact, they frequently host such creatures in the Boneyard, particularly in the sprawling psychopomp courts where these outsiders petition for one soul or another to be remanded to their jurisdiction. Complicated cases are judged by yamarajes, while the thorniest or most politically delicate are handed by Pharasma herself.

Sidebar - Additional Lore Psychopomp Divinities

The most powerful of the psychopomps are demigods known as “ushers”. These include Atropos, the Last Sister; Barzahk, the Passage; Ceyanan, the Shepherd; Dammar, the Denied; Imot, the Symbol of Doom; Mother Vulture, the Flesheater; Mrtyu, Death's Consort; Narakas, the Cleansing Sentence; the Pale Horse; Phlegyas, Consoler of Atheists; Saloc, Minder of Immortals; Teshallas, the Primordial Poison; and Vale, the Court of the Ancestors

Sidebar - Related Creatures Psychopomp Foes

Psychopomps' greatest enemies are creatures that devour or steal souls, such as astradaemon and vilderavn. Their other opponents include necromancers, protean, and those who have unnaturally extended their life spans, such as liches

Sidebar - Related Creatures Psychopomp Traitors

Some psychopomps view their task of sorting souls as ultimately hollow and meaningless since the multiverse itself must one day end. Eons ago, these rebels shirked their duties and fled to the empty corners of the planes, becoming a new type of evil creature called a sahkil. Sahkils feed on mortal fears, particularly fears of death, and enjoy tormenting those who must die. Psychopomps generally leave these malcontents alone, except when sahkils interfere with the proper flow of souls.

Shelyn's Corner

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