Monk of Kugaptee
Level 6Attacks
Abilities
When a monk of Kugaptee scores a critical hit with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 fortitude save or be Slowed 1 until the end of the monk's next turn.
When the monk of Kugaptee damages a living creature with a fist Strike or a weapon with the monk trait, the target must succeed at a DC 24 fortitude save or become Stupefied 1 for 1 minute.
Further damage dealt by the monk of Kugaptee resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of Stupefied 4.
The target can't recover from the Fatigued condition caused by scarlet apoxia until the disease is cured
Saving Throw DC 24 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 Drained 1 and fatigued (1 day)
Stage 3 Drained 2 and fatigued (1 day)
Stage 4 dead (a creature that dies of scarlet apoxia reincarnates as a nindoru of equal or lower level 24 hours after death unless the body is given a proper funeral; once reincarnation occurs, the dead creature can't be restored t
Requirements The monk of Kugaptee is adjacent to a living creature that's Paralyzed, slowed, stunned, or Unconscious
Effect The monk of Kugaptee leans over and sucks the breath from the target, who must attempt a DC 22 fortitude save. Regardless of the result, the creature is exposed to scarlet apoxia and its breath reeks of rotting wildflowers for 1 minute.
Critical Success The creature is unaffected.
Success The creature can't speak for 1 minute.
Failure The creature becomes Si
Frequency once per round
Effect The monk of Kugaptee makes two fist Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses, and the target must succeed at a DC 22 fortitude save or be Stunned 1 (or Stunned 3 on a critical failure); this save has the incapacitation trait.
A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death.
Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt.