Disciple of Urxehl (9-10)Creature 10
Source Pathfinder Society Scenario #2-22: Breaking the Storm: Excising Ruination
Perception +19 (darkvision)
Languages Abyssal, Aklo, Common, Cyclops, Jotun, Necril
Skills Acrobatics +19, Deception +19, Intimidation +19, Occultism +22, Religion +22, Society +18, Stealth +17
Str -5, Dex +5, Con +3, Int +6, Wis +5, Cha +7
AC 27; Fort +16; Reflex +18; Will +21; +1 Status to All Saves vs. Magic
HP 145 (negative healing)
Speed 0 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Good 10
Resistances All 10
Vile Touch +17 (+12, +7) to hit (finesse, reach 10) 2d10+11 Negative
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. MagicNegative HealingA 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.
Urxehl's GraceTrigger Urxehl's firestorm targets a creature
Effect The Disciple of Urxehl redirects the firestorm, causing it to target a different creature of the Disciple's choice.
Channel Firestorm (concentrate, metamagic)If the next action the Disciple of Urxehl takes is to Cast a Spell, any creature that has taken damage from Urxehl's firestorm since the Disciple's last turn takes a -2 circumstance penalty to AC and saves against the spell.
Divine Spontaneous Spells (DC 29, +21 to hit)
Cantrips (5th Level): Acid Splash, Know Direction, Mage Hand, Read Aura, Shield
1st Level: Fear, Harm
2nd Level (4 slots): Darkness, Enlarge, See Invisibility, Silence
3rd Level (4 slots): Blindness, Crisis of Faith, Slow, Vampiric Touch
4th Level (4 slots): Divine Wrath, Enervation
5th Level (4 slots): Abyssal Plague, Flame Strike, Wall of Flesh
Traits
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.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.