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Psychopomp, Shoki

A gnarled staff keeps this grizzled hunchback standing under the weight of his ramlike horns and his massive snail shell.

Shoki Psychopomp CR 9

XP 6,400
N Medium outsider (extraplanar, psychopomp)
Init +4; Senses darkvision 60 ft., detect chaos, detect evil, detect good, detect law, detect magic, low-light vision, spiritsense; Perception +22


AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
hp 115 (10d10+60)
Fort +9, Ref +11, Will +14
Immune acid, charm, cold, death effects, fear, sleep; Resist electricity 10; SR 24


Speed 30 ft.
Melee +2 cold iron quarterstaff +15/+10 (1d6+6 plus soul lock)
Spell-Like Abilities (CL 9th; concentration +12)


Str 16, Dex 19, Con 22, Int 18, Wis 21, Cha 17
Base Atk +10; CMB +13; CMD 28
Feats Alertness, Combat Casting, Dodge, Iron Will, Persuasive
Skills Bluff +16, Diplomacy +20, Intimidate +20, Knowledge (arcana, planes, religion) +17, Perception +22, Sense Motive +22, Spellcraft +14, Stealth +17
Languages Abyssal, Celestial, Common, Infernal
SQ change shape (any humanoid; alter self), spirit touch


Soul Lock (Su)

Once per day, a shoki can use its +2 cold iron quarterstaff to capture the soul of a creature at the threshold of death–any undead creature or being with 0 or fewer hit points. The target must succeed at a DC 19 Will save or be slain, its spirit locked within the shoki's staff. A corporeal undead transforms into a corpse if affected by this ability, while an incorporeal undead is trapped bodily within the staff (this ability cancels a ghost's ability to rejuvenate). A spirit trapped within a shoki's staff cannot be returned to life through any means short of true resurrection, miracle, or wish. A trapped soul can be freed if the shoki wills it, or by casting banishment, dismissal, or freedom upon the staff. A shoki's staff can only contain one soul at a time. The save DC is Wisdom-based.