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From Pathfinder #162: Ruins of the Radiant Siege, which isn't enabled.

Excorion Paragon

CREATURE 18
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, Ref +32, Will +26
HP 300, void healing; Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses vitality 15, slashing 10
Attack of Opportunity (Trip Only)

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.


Speed 40 feet
Melee Fist +34 (agile, finesse, unarmed), Damage 3d8+14 bludgeoning plus Grab
Ranged Bloody Spew +34 (range increment 30 feet), Damage 5d6+7 bludgeoning
Blinding Bile (acid)

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

Creatures in the area take 10d8 acid damage and 5d8 bludgeoning damage (DC 37 basic 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
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

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

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 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.

Pathfinder #162: Ruins of the Radiant SiegeOGL