Escorite

This giant moth has a head like a doe skull and six short tentacles instead of legs. Its wings drizzle a cascade of shimmering dust.

Escorite CR 8

XP 4,800
CE Large fey
Init +8; Senses low-light vision, see in darkness; Perception +21; Aura inevitability (30 ft., DC 20)

DEFENSE

AC 21, touch 14, flat-footed 16 (+4 Dex, +1 dodge, +7 natural, –1 size)
hp 97 (13d6+52)
Fort +8, Ref +12, Will +11
DR 10/cold iron; Resist acid 10, cold 10, fire 10; SR 19

OFFENSE

Speed 10 ft., fly 60 ft. (good)
Melee 4 tentacles +12 (1d6+3 plus 1d4 Con damage)
Space 10 ft.; Reach 10 ft.
Special Attacks hollow eyes
Spell-Like Abilities (CL 7th; concentration +9)

At willdeath knell (DC 14), dimension door (self plus 50 lbs. of objects only), glitterdust (DC 14), scorching ray
3/daydiminish plants, enervation, rusting grasp

STATISTICS

Str 22, Dex 18, Con 18, Int 9, Wis 13, Cha 15
Base Atk +6; CMB +13; CMD 28
Feats Ability Focus (aura of inevitability), Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Weapon Focus (tentacle)
Skills Acrobatics +20, Fly +22, Perception +21, Sense Motive +21, Stealth +16
Languages 1 language; telepathy 100 ft.

SPECIAL ABILITIES

Aura of Inevitability (Su)

Any creature within 30 feet of the escorite must succeed at a DC 20 Fortitude saving throw each round or be shaken for that round as it wrestles with the inevitability of its own eventual nonexistence. This is a mindaffecting fear effect. The save DC is Charisma-based.

Hollow Eyes (Su)

As a standard action, an escorite can focus its eyeless stare on a target creature within 60 feet, dealing 10d6 points of damage (Fortitude DC 18 half). Any creature slain in this manner immediately falls to dust; the only way to restore a creature that has been destroyed in this manner is with true resurrection or wish/miracle. Magical items carried by a creature destroyed in this manner can each attempt a DC 18 Fortitude saving throw to avoid destruction, otherwise they also disintegrate and cannot be repaired short of a wish or miracle spell. The save DC is Charisma-based.

ECOLOGY

Environment any (Plane of Faerie)
Organization solitary
Treasure none

No one knows exactly what causes a remacera (see page 63) to pupate—whether it’s witnessing some mind-shattering evil, undergoing a specific number of resurrections, or random hormonal and instinctual triggers. Regardless, on rare occasions, a remacera may begin producing dark silk, sealing itself inside a black cocoon. A week later, it emerges in the form of a winged and skull-headed escorite.

Where remaceras embody rebirth, escorites represent the inevitability of entropy. Even the boundless multiverse is slowly winding down, losing steam as the millennia roll by, and escorites seek to help this along, teaching the careless immortals of the Plane of Faerie to fear cessation. Even standing in an escorite’s presence claws at the mind, and to be the subject of one’s full focus is to risk disintegration. Escorites themselves are not immune to this constant decay; in fact, they embrace their decomposition, using the clouds of magical scales that slough off their wings to reveal invisible opponents.

Left to themselves, escorites live just a few years, making no effort to reproduce. Yet in that time, they can destroy tremendous numbers of creatures and their works. Remaceras view escorites as abominations, and do everything they can to facilitate their destruction, yet have a strong racial taboo against attacking them directly, instead preferring to recruit members of other races to the cause. Escorites, for their part, have no compunctions about destroying their former brethren.

The average escorite has a wingspan of 15 feet and weighs 800 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: The First World, Realm of the Fey © 2016, Paizo Inc.; Author: James L. Sutter.

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