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Excorion ParagonCreature 18


RareMediumEvilUndeadUnholy
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +30 (darkvision)
Languages Daemonic
Skills Acrobatics +32, Athletics +32, Stealth +32
Str +6, Dex +8, Con +7, Int -3, Wis +4, Cha +0

AC 41; Fort +31; Reflex +32; Will +26;
HP 300 (void healing)
Speed 40 feet
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Vitality 15, Slashing 10

Fist One Action +34 (+30, +26) to hit (agile, finesse, unarmed) 3d8+14 Bludgeoning
Bloody Spew One Action +34 (+29, +24) to hit 5d6+7 Bludgeoning

Attack of Opportunity (Trip Only) Reaction

Trip only

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Vein Walker

The excorion moves about by way of hundreds of pulsating blood vessels, which stretch from its body in dozens of tight, ropy bundles and anchor it to the ground.

An excorion can't be Tripped, Shoved, or otherwise forcibly moved except by magic, and the excorion ignores difficult terrain (but not greater difficult terrain).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Blinding Bile Two Actions (acid)

The excorion paragon projects a mist of burning blood in a 10-foot cone.

Creatures in the area take 10d8[acid], 5d8 bludgeoning10d8 acid damage and 5d8 bludgeoning damage (DC 37 reflex save).

On a failed save, an affected creature is also Blinded for 1 round (or 2 rounds on a critical failure).

The excorion can't use Blinding Bile again for 1d4 rounds.

Vital Transfusion Two Actions

Requirements The excorion has at least 200 Hit Points


Effect The excorion sacrifices itself and transfers its bloody, vital energy to a willing living creature within 30 feet. The excorion is immediately destroyed, and the targeted living creature heals a number of HP equal to half the excorion's remaining HP at the time that it used this ability.

The living creature is Slowed 1 during its next turn as its body adjusts to the newly transfused blood and vital energy.

Vomit Blood One Action

The excorion spews necrotic blood all over a foe it has Grabbed.

The grabbed creature must succeed at a DC 39 fortitude save or become Sickened 2.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.