Shoki

Medium celestial, neutral

Armor Class 18
Hit Points 102 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 18 (+4) 23 (+6) 25 (+7) 25 (+7)

Saving Throws Dex +12, Int +10
Skills Arcana +10, Deception +11, Insight +11, Intimidate +15, Perception +15, Persuasion +15, Religion +10, Stealth +12
Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities acid, cold, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft, passive Perception 27
Languages Abyssal, Celestial, Infernal, Common
Challenge 9 (5,000 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The shoki attacks twice with its quarterstaff.
  • Quarterstaff. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludegoning damage and 13 (3d8) necrotic damage or 12 (1d8+8) bludgeoning damage and 13 (3d8) necrotic damage if used with two hands.

REACTIONS

  • Soul Lock. The shoki attempts to trap a creature’s soul when its hit points are reduced to 0. That creature must make a DC 15 Constitution saving throw Creatures that fails dies and has its soul trapped in the shoki’s staff. This ability can even affect incorporeal creatures. A trapped soul cannot be brought to life through any magic short of a divine intervention, true resurrection, or wish. The shoki can use its turn to free a trapped spirit. A banishment or dispel evil and good spell cast directly upon the staff can also free a soul. Finally, destroying the staff will also free the soul trapped within. The staff can only contain one soul.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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