Bugbear Echohusk

This hulking humanoid’s body is covered in decaying skin and filthy fur. Its milky-white eyes show no hint of intelligence.

Bugbear Echohusk CR 1

XP 400
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 shield)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +3; –4 against psychic spells and effects
Immune undead traits
Weaknesses vulnerable to psychic magic

OFFENSE

Speed 30 ft.
Melee morningstar +6 (1d8+4) or slam +6 (1d6+4)
Ranged javelin +3 (1d6+4)

STATISTICS

Str 18, Dex 13, Con —, Int —, Wis 10, Cha 14
Base Atk +2; CMB +6; CMD 17
SQ psychic servitude, shattered psyche (DC 13)

SPECIAL ABILITIES

Psychic Servitude (Su)

Echohusks are animated not by typical necromantic energies, but rather by the mental energies of a powerful psychic creature. They cannot be commanded or created by animate dead, command undead, control undead, and similar necromancy spells and effects.

However, any creature that creates an echohusk with its psychic attacks can command that echohusk as if it had animated it using the animate dead spell (up to 4 HD of echohusks per HD of the animating creature, and no one echohusk can possess more than twice the HD of the animating creature).

Echohusks under a creature’s control don’t count against the number of other undead that the creature can control with the animate dead spell, the Command Undead feat, or other similar effects.

Shattered Psyche (Ex)

Psychic attacks that are powerful enough to destroy minds leave behind a powerful but unstable force that lashes out at those nearby. When an echohusk takes damage from a melee attack, a ranged attack from within 30 feet, or a psychic spell or effect from any distance, the creature that initiated the attack must succeed at a Will saving throw (DC = 10 + 1/2 the echohusk’s Hit Dice + the echohusk’s Charisma modifier) or take 1 point of Charisma damage and be dazed for 1 round as the psychic energies in the echohusk shatter once more.

Vulnerable to Psychic Magic (Ex)

Echohusks are particularly susceptible to psychic spells and attacks, as the entire force that animates them is composed of psychic energy. They take a –4 penalty on saving throws against psychic spells and effects.

ECOLOGY

Environment any
Organization any
Treasure NPC gear (leather armor, light wooden shield, 3 javelins, morningstar, other treasure)

Echohusks are the walking corpses of creatures slain by powerful psychic attacks and animated by the mental energies that caused their deaths. The mind and soul of an echohusk are erased from its being, leaving nothing but the psychic echo of the creature that scoured its mind.

Left unattended, echohusks do little other than attack creatures that disturb them. However, anyone who creates an echohusk possesses an innate mental link to the undead creature, and is able to command the echohusk to perform whatever gruesome tasks she desires.

Echohusks are common where death from the powerful mental attacks of psychic spellcasters—even liches—is an all too common occurrence. In such areas, echohusks are found in groups, obeying the commands of their dark masters. In the deep reaches of the underworld, where lost travelers or wayward patrols might encounter psychic horrors like neothelids, masterless echohusks are more common; the ancient and terrible creatures that happen to spawn them typically have little use for mindless servants.

Many psychic creatures have attempted to perfect the technique of creating echohusks, but only the attacks of the incorporeal undead known as psychic stalkers can create echohusks without fail. The horrific nature of psychic stalkers is likely the reason for this phenomenon.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Occult Bestiary © 2015, Paizo Inc.; Authors: Josh Colon, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, James Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate Marshall, Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley Schneider.

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