Excorion Paragon

Level 18
Creature· evilRareMediumLegacy
AC
41
HP
300
Speed
40 ft.
Perception
+30
Fort
+31
Ref
+32
Will
+26
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Weaknesses vitality 15, slashing 10
Languages daemonic
Senses darkvision
Skills acrobatics +32, athletics +32, stealth +32
Recall Knowledge DC 43 (religion)

Attacks

Melee Fist +34 (agile, finesse, unarmed), Damage 3d8+14 bludgeoning
Melee Bloody Spew +34, Damage 5d6+7 bludgeoning

Abilities

Attack of Opportunity (Trip Only)

Trip only

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
Blinding Bile◆◆

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

Creatures in the area take 10d8 acid 5d8 bludgeoning (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 .

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