This stout, hunched predator has a ruff of dirty feathers and a crocodilian skull for a head.
Esobok CR 3
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +6, Ref +4, Will +6
Defensive Abilities eater of the dead; DR 2/adamantine; Immune death effects, disease, poison; Resist cold 10, electricity 10
Str 14, Dex 17, Con 14, Int 5, Wis 14, Cha 15
Base Atk +4; CMB +6; CMD 19
Feats Combat Reflexes, Power Attack
Skills Climb +8, Intimidate +8, Perception +2, Stealth +9, Survival +8
Languages Abyssal, Celestial, Infernal
SQ spirit touch
Eater of the Dead (Su)
Wrench Spirit (Su)
If an esobok begins its turn grappling a living or undead creature, it can attempt to wrench that creature’s animating spirit free as a standard action. If the target succeeds at a DC 14 Will save, it takes 1d6 points of force damage; if the target fails, its spirit is stripped from its body.
All other targets are paralyzed. Once per round, a creature dazed or paralyzed by this effect can attempt a new saving throw to free its soul from the esobok’s jaws. An esobok can’t use its bite attack while it holds a disembodied spirit, but it can release the spirit as a free action, at which point the daze or paralysis effect ends. Creatures without souls (such as constructs and oozes) and creatures whose bodies and souls are one unit (such as outsiders) are immune to this ability. The save DC is Charisma-based.
Environment any (Boneyard)
Organization solitary, pack (2–6), or hunting party (3–10 plus 1 vanth psychopomp)
Esoboks constitute a vicious predator caste of psychopomps.
They patrol graveyards as feral hunters, hungry for undead flesh. As outsiders, esoboks don’t have to eat and draw no sustenance from this behavior, but the spark of undeath is a feast for their every sense, and they pursue and ravenously consume undead creatures at every opportunity.
Esoboks’ unruly nature and limited intelligence make them ideal border guards and “attack animals,” although their behavior can be alien and unsettling to those who expect them to display either more animalistic instincts or the sophisticated intellects of other psychopomps. These predators are never trusted to retrieve the souls of the fallen, but they are often called to the Material Plane to help contain outbreaks of undead—in such situations, their joy at the taste of undead flesh generally prevents them from attacking living targets, despite their lust for battle.
Some psychopomps (particularly vanths) have developed methods of training esoboks to realize greater potentials, allowing the creatures to tap into newfound reservoirs of magical ability. These trained esoboks have the advanced creature simple template and gain access to the following spell-like abilities, each usable once per day: ear-piercing scream, haunting mists, and teleport.
The typical esobok stands 3 feet tall at the shoulder, is nearly as wide, and weighs upward of 300 pounds.
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.