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ChafkhemCreature 8


UniqueLEMediumMummyUndead
Source Pathfinder #164: Hands of the Devil
Perception +17 (darkvision)
Languages Aklo, Common, Necril
Skills Acrobatics +16, Arcana +19, Athletics +15, Diplomacy +16, Intimidation +16, Occultism +17, Religion +15
Str +3, Dex +4, Con +3, Int +7, Wis +3, Cha +4

AC 26; Fort +15; Reflex +16; Will +17; +1 status to all saves vs. positive
HP 135 (negative healing)
Speed 20 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10

Fist One Action +19 (+15, +11) to hit (agile, finesse) 2d6+7 Bludgeoning
Staff One Action +18 (+13, +8) to hit (two hand d8) 1d4+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

+1 Status to All Saves vs. PositiveNegative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental)

30 feet Aura


Living creatures are Frightened 1 while in Chafkhem's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 will save (after taking the penalty from being frightened) or be Paralyzed for 1 round.

The creature is then temporarily immune for 24 hours.

Rejuvenation (divine, necromancy)

When Chafkhem is destroyed, necromantic energies rebuild his body in the magic circle in his room over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. Chafkhem can be destroyed for good with a Consecrate ritual, or if the magic circle is destroyed.

Warding Script Reaction (abjuration, arcane)

Trigger A creature Chafkhem can see makes a melee Strike against Chafkhem


Effect Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 fortitude save.


Success The target is unaffected.

Failure The target is Blinded until the start of its next turn.

Critical Failure The target is blinded for 1 minute.

Mummy Rot (curse, disease, divine, necromancy, negative)

This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level Resurrect ritual or similar magic.

Saving Throw DC 24 fortitude


Stage 1 carrier with no ill effect (1 minute)

Stage 2 6d6 negative damage and Stupefied 1 (1 day)


Arcane Prepared Spells (DC 26, +18 to hit)

Cantrips (4th Level): Chill Touch, Daze, Detect Magic, Shield, Tanglefoot
1st Level: Command, Grim Tendrils, Mending, Ray of Enfeeblement, Unseen Servant
2nd Level: Blur, Dispel Magic, Hideous Laughter, Invisibility, See Invisibility
3rd Level: Glyph of Warding, Haste, Mind Reading
4th Level: Freedom of Movement, Phantasmal Killer, Spell Immunity

Rituals

2nd Level: Create Undead, Inveigle
3rd Level: Awaken Portal



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.