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Urdefhan, Orvian Necromancer

An elegant leather gown, skull-shaped studs, and a silken veil conceal much of this humanoid’s transparent flesh.

Orvian Necromancer CR 12

Source Inner Sea Monster Codex pg. 62
XP 19,200
Urdefhan necromancer 11 (Pathfinder RPG Bestiary 2 276)
NE Medium outsider (native)
Init +3; Senses darkvision 120 ft.; Perception +11

Defense

AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +3 Dex, +2 natural)
hp 108 (14 HD; 11d6+3d10+53)
Fort +13, Ref +11, Will +14
DR 5/good or silver; Immune death effects, disease, fear, level drain; Resist acid 10; SR 23

Offense

Speed 30 ft.
Melee mwk dagger +12/+7 (1d4+3/19–20), bite +6 (1d4+1)
Special Attacks blood drain (1 Con), Strength damage
Spell-Like Abilities (CL 3rd; concentration +6)
At will—feather fall
3/day—align weapon, death knell (DC 16), ray of enfeeblement (DC 16)
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
8/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 11th; concentration +16)
6th—eyebite (DC 23), globe of invulnerability
5th—cloudkill (DC 20), magic jar (DC 22), suffocationAPG (DC 22), teleport
4th—bestow curse (DC 21), enervation (2), shadow projectionAPG, reach vampiric touch
3rd—dispel magic, reach ghoul touch (DC 19), ray of exhaustion (DC 20), slow (DC 18), vampiric touch (2)
2nd—command undead (DC 19), false life (2), ghoul touch (DC 19), shatter (DC 17), web (DC 17)
1st—cause fear (DC 18), detect undead, expeditious excavationAPG, expeditious retreat, protection from good, shield, reach touch of fatigue (DC 17)
0 (at will)—bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)
Opposition Schools Enchantment, Illusion

Statistics

Str 17, Dex 16, Con 17, Int 20, Wis 15, Cha 16
Base Atk +8; CMB +11; CMD 26
Feats Arcane Armor Training, Combat Casting, Craft Wand, Great Fortitude, Greater Spell Focus (necromancy), Improved Channel, Iron Will, Reach SpellAPG, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Skills Bluff +13, Intimidate +14, Knowledge (arcana, dungeoneering, planes, religion) +20, Linguistics +18, Perception +11, Sense Motive +12, Spellcraft +22, Stealth +16
Languages Aboleth, Abyssal, Aklo, Common, Dark Folk, Dwarven, Elven, Gnome, Goblin, Infernal, Orc, Orvian, Shae, Thassilonian, Undercommon, Yithian
SQ arcane bond (ring of protection +2), daemonic pact, life sight 10 ft. (11 rounds/day), power over undead
Combat Gear scroll of summon monster V, wand of dimension door (22 charges); Other Gear +1 spell storing studded leather, mwk dagger, cloak of resistance +2, ring of protection +2, spellbook (contains all prepared spells, plus animate dead, create undead, six 1st-level, four 2ndlevel, three 3rd-level, three 4th-level, and two 5th-level spells of the GM’s choice), 20 onyx gems (50 gp each)

Ecology

Environment any land (Abaddon)

Description

In their philosophy on life’s futility, urdefhans see being raised as an undead as a suitable punishment for enemies since it wrenches their souls from the sweet oblivion that awaits them beyond and forces their continued suffering on the Material Plane. Necromancers flourish among urdefhans, serving as jailers, mercenaries, and labor contractors.

Creatures in "Urdefhan" Category

NameCR
Half-Fiend Scion15
Orvian Necromancer12
Sightless Sea Sailor4
Skaveling Rider10
Urdefhan3