Shoki

A gnarled staff keeps this grizzled hunchback standing under the weight of his ramlike horns and his massive snail shell.
 

Shoki (CR 9)

Medium Outsider (Extraplanar, Psychopomp)
Alignment: Neutral
Initiative: +4
Senses: Darkvision 60 feet, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Low-Light Vision, spiritsense; Perception +22
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
Hit Points: 115 (10d10+60)
Saving Throws: Fort +9, Ref +11, Will +14
Immunity: acid, charm, cold, death effects, fear, sleep
Energy Resistance: electricity 10
Spell Resistance: 24
 

Offense

Melee: +2 Cold Iron quarterstaff +15/+10 (1d6+6 plus soul lock)
Reach: 5 feet
  Spell-Like Abilities (CL 9th; Concentration +12):

Statistics

StrDexConIntWisCha
16 (+3) 19 (+4) 22 (+6) 18 (+4) 21 (+5) 17 (+3)
Base Attack Bonus: +10
CMB +13
CMD 28
  Feats: Alertness, Combat Casting, Dodge, Iron Will, Persuasive
  Skills: Bluff +16, Diplomacy +20, Intimidate +20, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +22, Sense Motive +22, Spellcraft +14, Stealth +17
  Languages: Abyssal, Celestial, Common, Infernal
  Special Qualities: Change Shape (any humanoid; alter self ), spirit touch

 

Special Abilities

Soul Lock (Su)

Once per day, a shoki can use its +2 cold iron quarterstaff to capture the soul of a creature at the threshold of death-any undead creature or being with 0 or fewer hit points. The target must succeed at a DC 19 Will save or be slain, its spirit locked within the shoki's staff. A corporeal undead transforms into a corpse if affected by this ability, while an incorporeal undead is trapped bodily within the staff (this ability cancels a ghost's ability to rejuvenate). A spirit trapped within a shoki's staff cannot be returned to life through any means short of true resurrection, miracle, or wish. A trapped soul can be freed if the shoki wills it, or by casting banishment, dismissal, or freedom upon the staff. A shoki's staff can only contain one soul at a time. The save DC is Wisdom-based.
 

Ecology

Environment: Any
Organization: solitary
Treasure: double (+2 cold iron quarterstaff, 2d4 holy symbols, other treasure)

  Shokis are the collectors of lingering souls, tasked with compelling even the most deluded beings to take the first step into the River of Souls. Their tactics are varied, but most start by counseling the wayward dead using theosophical arguments and blunt warnings of the ravenous things that wait to feed upon lost spirits.
  Each shoki bears powerful tools to aid it in such pursuits-eclectic collections of holy symbols and withered staves of cold iron capable of imprisoning a single soul. Shokis only use their staves against the most stubborn or demented souls, whom they capture and personally escort to the Boneyard for judgment.

Contents


Comments

Please Login in order to comment!
Powered by World Anvil