Size:
± Medium
Type:
± Undead
Form:
Temper:
# App:
± solitary, gang (2-5), or
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 97 (15d8 + 30)
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30 ft.
Climb/Arboreal:
Flight:
± 60 ft. (good)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 1e
Special
Devour Soul (Su)
A baykok can take a standard action to devour the soul of an adjacent dead or dying creature. A dying creature can resist this attack with a DC 19 Fortitude save. If it fails, the target is instantly slain. If the creature is already dead, it does not make a saving throw, although the body cannot be more than 1 hour dead. A creature subjected to this attack cannot be brought back to life via raise dead (resurrection and more powerful effects work normally). 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). This is a death effect. The save DC is Charisma-based.
Special
Dread Howl (Su)
Once per day, a baykok can unleash a blood-curdling howl. 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. Any creature that makes this saving throw is instead shaken for 1 round. This is a fear effect. The DC is Charisma-based.
Special
Infused Arrows (Su)
A baykok creates arrows of bone as it fires its bow-it need not carry arrows as ammunition. These bone arrows do normal damage for arrows fired from the bow, but gain a +1 enhancement bonus on attack and damage rolls. In addition, each arrow deals an additional 1d6 points of negative energy on a hit. 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. 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. The DC is Charisma-based.
Action
Feat 1
Dodge
Action
Feat 2
Improved Critical (composite longbow)
Action
Feat 3
Improved Initiative
Action
Feat 4
Mobility
Action
Feat 5
Point-Blank Shot
Action
Feat 6
Precise Shot
Action
Feat 7
Rapid Shot
Action
Feat 8
Weapon Focus (composite longbow)
Action
Melee 1
2 claws +14 (1d6+3)
Action
Ranged 1
+1 composite longbow +19/+14/+9 (1d8+4/19-20/×3 plus 1d6 negative energy and paralysis)
Treasure
standard
Environments
any
Actions/Abilities/Traits: Pathfinder 1e