Excorion

Level 7
Creature· evilUncommonMediumLegacy
AC
24
HP
160
Speed
35 ft.
Perception
+18
Fort
+17
Ref
+18
Will
+14
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 10, slashing 5
Senses darkvision
Skills athletics +17, acrobatics +16, stealth +16
Recall Knowledge DC 25 (religion)

Attacks

Melee Fist +18 (agile, finesse, unarmed), Damage 2d8+8 bludgeoning
Melee Bloody Spew +18, Damage 3d6+4 bludgeoning

Abilities

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

Void Healing
Bloody Handprint

The excorion plants a magical handprint on the target, marking them as chosen for death. The excorion makes a fist Strike against an adjacent creature; this does not count toward the excorion's multiple attack penalty. On a hit, the attack does no damage, but the creature becomes observed to every excorion within 60 feet, even if an excorion's line of sight would be blocked by a wall or other obstacle. This effect lasts until the handprint is washed off, which requires water and spending 3 actio

Vital Transfusion◆◆

Requirements The excorion has at least 70 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; the living creature a

Vomit Blood

The excorion spews necrotic blood all over a foe it has grabbed. The grabbed creature must succeed at a DC 25 fortitude save or become Sickened 2.

Grab