Esobok
Creature 3- Perception
- +12; darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet
- Languages
- Chthonian, Diabolic, Empyrean, Requian
- Skills
- Acrobatics +8, Athletics +8, Intimidation +9, Religion +4, Stealth +8, Survival +10
- Str +3, Dex +3, Con +4, Int −3, Wis +3, Cha +2
Lifesense 60 feet
- AC
- 18; Fort +11, Ref +8, Will +8
- HP
- 55; Immunities death effects, disease; Resistances poison 5, void 5
- Speed
- 30 feet
Melee ◆ jaws +12 (magical), Damage 1d10+3 piercing plus Grab plus Shepherd's Touch
Melee ◆ claw +12 (agile, magical), Damage 1d6+3 slashing plus Shepherd's Touch
Divine Innate Spells 2nd invisibility (self only)
Pounce ◆ The esobok Strides and then makes a Strike. If it began this action Hidden, it remains hidden until after the Strike.
Shepherd's Touch An esobok's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead.
Wrench Spirit ◆ (attack, divine, incapacitation) Requirements 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 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) 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.
Grab ◆
Source: Pathfinder Monster Core 2