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Escorite

The winged silhouette of a descending escorite makes for a terrifying yet beautiful sight that precedes a gruesome end. This enormous fey moth has a wingspan as wide as 15 feet. Equally intimidating are their fleshless horned skull and eerie tendrils that hang from their abdomen.

Escorites are portents of destruction and embodiments of the end that eventually comes to all things. With desolation as their sole priority, an escorite’s mere presence accelerates entropy in the area. They irreversibly ruin their stalking grounds, the lingering dust shed by their wings preventing life from flourishing for generations to come. Ironically, however, they have no immunity to their own powers and live only a few years. They prefer it this way. After all, it’s an escorite’s calling to teach the inevitability of a permanent end to everything, including the immortal denizens of the First World.

Elite | Normal | Weak
Proficiency without Level

EscoriteCreature 8

Rare Large Fey 
Source Feybound pg. 101
Recall Knowledge DC 29 (includes +5 from Rare) • Fey (Nature)
Perception +19; darkvision
Languages Aklo, Fey; telepathy 100 feet
Skills Acrobatics +18, Occultism +16, Religion +16, Stealth +16
Str +6, Dex +6, Con +3, Int +4, Wis +4, Cha +3
AC 27; Fort +13, Ref +19, Will +16; +1 status to all saves vs. magic
HP 135; Weaknesses cold iron 10
Aura of Inevitability (aura, emotion, fear, mental) 30 feet. The escorite exudes an aura that reinforces the inevitability of nonexistence. Any creature that enters or begins their turn in the aura must attempt a DC 24 Will save or become frightened 2 (frightened 3 on a critical failure). On a successful save, a creature is temporarily immune to the escorite's aura for 24 hours.
Speed 5 feet, fly 40 feet
Melee [one-action] tentacle +19 [+14/+9] (magical, reach 10 feet), Damage 2d10+6 bludgeoning plus 2d6 voidOccult Innate Spells DC 26; 4th translocate (self only), whispers of the void; 2nd sudden blight (at will)
Deteriorating Flight [one-action] (void) Frequency once per round; Effect The escorite Flies, shedding dust from their wings, and can move through the spaces of any creatures in their path. Each creature whose space they move through takes 3d6 void damage (DC 26 basic Reflex save). On a failure, an invisible creature also becomes concealed instead for 1 round.Entropic Flurry [three-actions] The escorite makes up to four tentacle Strikes, each against a different target within reach. The void damage from these Strikes is persistent void damage instead. Each attack counts toward their multiple attack penalty, but the penalty doesn’t increase until after the escorite makes all their attacks.Hollow Eyes [two-actions] (concentrate, death, occult, void) The escorite focuses the forces of entropy upon a creature they can see within 60 feet. The creature takes 8d6 void damage and must attempt a DC 26 Fortitude save.
Critical SuccessThe creature takes no damage.
SuccessThe creature takes half damage and is enfeebled 1 for 1 round.
FailureThe creature takes full damage and is enfeebled 2 for 1 round. A creature reduced to 0 HP by this damage immediately turns to dust, including all items it’s currently carrying; the creature can be restored only via a wish ritual or similarly powerful effect.
Critical FailureAs failure, but the creature takes double damage and is enfeebled 2 for 1 minute.

Sidebar - Additional Lore Nihilistic Metamorphosis

While a remacera sees beauty in the cycle of death and renewal, a crisis of belief sometimes leads them to fall to nihilism, seeing the cycle of life and death as futile in the face of its inevitable end. Such a change in perspective typically results from events that irrevocably alter a remacera's perspective. After this psychological trigger, a remacera begins to produce black silk, which they use to seal themself in a cocoon, undergoing a terrible metamorphosis. Within a year, the cocoon crumbles to dust and a new escorite emerges. Knowing the ramifications of witnessing an escorite at work, longer-lived remaceras take great pains to avoid their kin; some go so far as to petition adventurers, even those who have come to destroy the remacera themself, to eradicate a nearby escorite.

Shelyn's Corner

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