Detect Life. The baykok can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.
Multiattack. The baykok makes two stone club attacks or two longbow attacks. It can use its Paralyzing Scream in place of one stone club attack, if the ability is available.
Stone Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Paralyzing Scream. Each non-undead humanoid within 60 feet of the baykok that can hear it must succeed on a DC 14 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, with disadvantage if the baykok is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the baykok's Paralyzing Scream for the next 24 hours.
Description
When the restless spirit of a hunter refuses to pass on, after having committed an exceptionally dishonorable or shameful act in life, the body rises up once more, as an emaciated skeletal warrior, with bright red glowing eyes. They wear the ragged tatters of whatever clothing they wore when they died. These creatures actively hunt out humans during the night, making shrill piercing screams in an attempt to paralyze their victims in fear. Once a victim has been killed, it then tears open the victim's chest and messily devours their liver.
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