Urdefhan, Orvian NecromancerAn elegant leather gown, skull-shaped studs, and a silken veil conceal much of this humanoid’s transparent flesh.Orvian Necromancer CR 12Source 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 +11DefenseAC 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 23OffenseSpeed 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, IllusionStatisticsStr 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)EcologyEnvironment any land (Abaddon)DescriptionIn 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
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