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Esobok

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

EsobokCreature 3

NMediumMonitorPsychopomp
Source Bestiary 2 pg. 208 2.0
Perception +12; darkvision, lifesense 60 feet, scent (imprecise) 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Athletics +10, Intimidation +9, Religion +4, Stealth +8, Survival +10
Str +3, Dex +3, Con +4, Int -3, Wis +3, Cha +2
AC 18; Fort +11, Ref +8, Will +8
HP 55; Immunities death effects, disease; Resistances negative 5, poison 5
Speed 30 feet
Melee Single ActionSingle Action jaws +12 [+7/+2] (magical), Damage 1d10+3 piercing plus Grab and spirit touchMelee Single ActionSingle Action claw +12 [+8/+4] (agile, magical), Damage 1d6+3 slashing plus spirit touchDivine Innate Spells DC 17; 2nd invisibility (×3; self only)
Pounce Single ActionSingle Action The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike.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.Wrench Spirit Single ActionSingle 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.

All Monsters in "Psychopomp"

NameLevel
Catrina5
Esobok3
Morrigna15
Nosoi1
Vanth7
Yamaraj20

Psychopomp

Source Bestiary pg. 270
Psychopomps are guardians and shepherds of the dead native to 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.

Sidebar - Related Creatures Other Pyschopomps

Nosois and morrignas are far from the only of their kind. Many others, like the skeletal vanths or the draconic yamarajes, also aid in the stewardship of the dead.

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 - Related Creatures Psychopomp Foes

Psychopomps' greatest enemies are creatures that devour or steal souls, such as astradaemons and night hags. Their other opponents include necromancers, proteans, and those who have unnaturally extended their lifespan, 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.

Sidebar - Additional Lore Psychopomps Divinities

The most powerful of the psychopomps are unique demigods known collectively as “ushers,” each of whom has its own cult. These psychopomp divinities 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.