CREATURE 3
Perception +12; darkvision, lifesense 60 feet, scent (imprecise) 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +8, Athletics +10, Intimidation +9, Religion +4, Stealth +8, Survival +10
Str +3 Dex +3 Con +4 Int -3 Wis +3 Cha +2
AC 18; Fort +11, Ref +8, Will +8
HP 55; Immunities death effects, disease
Speed 30 feet
Melee jaws +12 (magical), Damage 1d10+3 piercing plus Grab and spirit touch
Melee claw +12 (agile, magical), Damage 1d6+3 slashing plus spirit touch
Divine Innate Spells DC 17; 2nd invisibility (×3)
Pounce The esobok Strides and then makes a Strike. If it began this action hidden, it remains hidden until after the Strike.
Spirit Touch An esobok's Strikes affect incorporeal creatures with the effects of a ghost touch property rune and deal 1d6 negative damage to living creatures and 1d6 positive damage to undead.
Wrench Spirit (attack, divine, incapacitation, necromancy) Requirement A creature is grabbed by the esobok's jaws; The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) that roll a failure or critical failure on the save get a success instead. Critical Success The creature is unaffected.Success The target is stunned 1.Failure The esobok wrenches the target's soul from its body into its jaws. Mindless undead creatures of level 2 or lower are destroyed, other undead creatures are stunned for 1 round, and all other creatures are paralyzed. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.Critical Failure As failure, but as long as a creature is stunned or paralyzed, it is also stupefied 2.
Bestiary 2, page 208.
Open Esobok in the interactive creatures list or browse all creatures starting with E.