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ShokiCreature 9


MediumMonitorPsychopomp
Source Pathfinder Monster Core 2
Perception +21 (darkvision, lifesense (precise) 60 feet)
Languages Chthonian, Diabolic, Empyrean, Requian, Truespeech
Skills Lore +19, Deception +20, Diplomacy +20, Intimidation +20, Occultism +16, Religion +19, Society +16, Stealth +14
Str +4, Dex +1, Con +4, Int +3, Wis +6, Cha +5

AC 27; Fort +19; Reflex +14; Will +21; +1 status to all saves vs. magic
HP 150
Speed 25 feet
Immunities death effects, disease
Resistances Poison 10, Void 10

Staff One Action +19 (+14, +9) to hit (monk, two hand d8) 2d4+6 Bludgeoning

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicInfuse Staff (divine)

A shoki's staff becomes a +1 striking staff and is treated as if it were adamantine while the shoki wields it. A shoki's staff has Hardness 14 and HP 56 (BT 28) while possessed by the shoki and Hardness 5 and HP 20 (BT 10) while out of the shoki's possession. A shoki whose staff is taken or destroyed can infuse a new one with an hour of work.

Shepherd's Touch

A shoki's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead.

Soul Lock Two Actions (divine, incapacitation)

Requirements The shoki doesn't have a soul locked within their staff


Effect The shoki attempts to capture the soul of a creature on the brink of death: an undead creature, a creature with the dying condition, or a creature that died within the last minute. The target must attempt a DC 32 will save with the following results.


Critical Success The creature is unaffected and becomes temporarily immune to Soul Lock.

Success The shoki's staff tugs at the creature's soul but doesn't trap it. If the creature is living, it becomes Doomed 1 (or increases its doomed condition by 1). If the creature is a corporeal undead, it becomes Enfeebled 2. If the creature is an incorporeal undead, it becomes Stupefied 2. The creature then becomes temporarily immune to Soul Lock for 24 hours.

Failure The shoki captures the creature's soul in its staff. If the creature is living, it dies. If the creature is a corporeal undead, its body becomes an inanimate corpse. While the soul is locked in the staff, the target can't be returned to life or undeath or rejuvenate through any means, save for powerful magic, such a wish ritual. If the shoki's staff is destroyed or the shoki wills it, the soul is released. A shoki's staff can only hold one soul at a time.


Divine Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Detect Magic, Frostbite, Read Aura, Stabilize, Vitality Lash
1st Level: Heal
2nd Level: Calm, Invisibility (At Will; Self Only)
3rd Level: Holy Light
4th Level: Read Omens
5th Level: Mind Probe, Truespeech (Constant)
6th Level: Spirit Blast
7th Level: Interplanar Teleport (Self and locked soul only; to the Boneyard only)


Shokis shepherd wayward souls to the Boneyard. They take great pride in traveling to the Universe (and sometimes beyond) to hunt down those who have evaded Pharasma's judgment, whether they be malicious foes or unfortunate undead. A shoki is often transported closer to their quarry by a more powerful psychopomp, but they have the ability to return once they've completed their mission.

A shoki resembles an aged humanoid with jet-black skin, curling ram's horns, and a large snail's shell on their back. Some believe that a shoki keeps souls within that shell for transport back to the Boneyard, while in reality, that power resides in their infused staff.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Monitor

Creatures that hail from or have a strong connection to Axis, the Boneyard, or the Maelstrom are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Psychopomp

A family of monitors spawned within the Boneyard to convey souls to the Outer Planes. They typically have darkvision, lifesense, and shepherd's touch, and they are immune to death effects.