It retains its incorporeal form and can make an incorporeal touch attack that deals normal damage (but not Dexdamage).Ī haunt remains in one form or the other until it chooses to assume a new one (as a standard action). In this form, it cannot use its Dexterity damage attack or its malevolence attack. As a standard action, it can alter its form so as to appear as a floating, luminescent ball of light (possibly being mistaken for a will-o’-wisp in this form). Skills Fly +9, Intimidate +10, Perception +10, Stealth +10Ī haunt’s natural form is that of a translucent image appearing much as the person did in life. Str -, Dex 15, Con -, Int 10, Wis 14, Cha 14įeats Blind-Fight, Dodge, Improved Initiative Special Attacks Dexterity damage, malevolence (DC 14), strangle Witchfire pathfinder plus#Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex) Weakness vulnerability to dispel evil/ good/ law/ chaos Perception +10ĪC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)ĭefensive Abilities rejuvenation Immune channel energy, undead traits When it finally lays low its quarry, the baykok swoops down on the victim to devour the creature’s soul in an attempt to make sure the creature never returns to seek revenge.Init +6 Senses darkvision 60 ft. Though thoroughly wicked, baykoks often ignore all but the most powerful-looking foe in a group, only picking offlesser creatures if they dare to get between the baykok and its true prey. Unlike many undead who feed on and hate all living things, a baykok seeks always to prove its mastery of the hunt. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks-flying undead horrors that kill purely for the ecstasy that only murder can bring them. When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. Treasure standard (+1 composite longbow, other treasure) Organization solitary, gang (2-5), or flight (6-12) A baykok can fire normal arrows from its bow if it wishes-such arrows, however, do not gain the special negative energy damage or paralysis effects. Further, the first creature struck in a round by a baykok’s arrow must make a DC 19 Fortitude save to avoid being paralyzed for 1d3 rounds. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. Infused Arrows (Su)Ī baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. Any creature that makes this saving throw is instead shaken for 1 round. Any living creature within a 30-foot-radius burst becomes paralyzed with fear for 1 round unless it resists with a DC 19 Will save. Once per day, a baykok can unleash a blood-curdling howl. When a baykok devours a soul in this way, it heals 5d6+10 points of damage and becomes hasted for 4 rounds (as if affected by haste). A creature subjected to this attack cannot be brought back to life via raise dead ( resurrection and more powerful effects work normally). If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. If it fails, the target is instantly slain. A dying creature can resist this attack with a DC 19 Fortitude save. Skills Fly +28, Intimidate +20, Perception +18, Stealth +24Ī baykok can take a standard action to devour the soul of an adjacent dead or dying creature. Str 17, Dex 22, Con -, Int 11, Wis 10, Cha 15įeats Dodge, Improved Critical ( composite longbow), Improved Initiative, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus ( composite longbow) Special Attacks devour soul, dread howl, infused arrows Ranged +1 composite longbow +19/+14/+9 (1d8+4/19–20/×3 plus 1d6 negative energy and paralysis) Perception +18ĪC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 natural)
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