Faithless EcclesiarchCreature 6
Source Pathfinder Book of the Dead
Perception +16 (darkvision)
Languages Common, Necril
Skills Athletics +11, Deception +14, Intimidation +14, Lore +14, Religion +14, Stealth +13
Str +3, Dex +3, Con +2, Int +2, Wis +4, Cha +4
AC 21; Fort +12; Reflex +13; Will +16;
HP 93 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Staff +14 (+9, +4) to hit (magical, two hand d8) 1d4+5 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.
Negative 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.
Final Blasphemy (divine, necromancy, negative)When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 3rd-level, 3-action Harm spell (DC 24 basic fortitude). The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability.
Inspire the Faithless (aura, divine, necromancy)30 feet Aura
Other herexens are bolstered by the presence of a faithless ecclesiarch. Whenever a herexen in the aura casts a Harm spell, that harm spell is heightened by 1 level (to a maximum of 3rd).
Heretic's Smite (divine, necromancy)While wielding the favored weapon of its former deity (such as a staff for an ex-Nethys herexen), the herexen's Strikes deal an additional 2d6 evil damage against creatures that can cast divine spells. This damages divine spellcasters who follow the herexen's former faith regardless of their alignment.
Siphon Faith (divine, necromancy)Trigger A creature fails a saving throw against a spell cast by the faithless ecclesiarch
Effect The faithless ecclesiarch siphons the triggering creature's spiritual energy to fuel their own magic. The triggering creature is Stupefied 1 for 1 round, and the faithless ecclesiarch regains 1 Focus Point.
Divine Prepared Spells (DC 0, +0 to hit)
Cantrips (3rd Level): Chill Touch, Daze, Detect Magic, Read Aura, Shield
1st Level: Fear, Harm, Magic Missile (2x), Ray of Enfeeblement
2nd Level: Darkness, Dispel Magic, Resist Energy
3rd Level: Levitate
1st Level: Cry of Destruction
Faithless ecclesiarchs were powerful religious leaders in life—archpriests, hierarchs, oracles, and divine servitors personally blessed by their deities. They are adept at corrupting the pious and inspiring their fellow herexens, often becoming leaders among their kind. This faithless ecclesiarch once worshipped @UUID[Compendium.pf2e.deities.Nethys]{Nethys}, god of magic.
A herexen is an undead heretic, driven by hate to destroy the deity they once served. Herexens choose their faith willingly in life, rising to become respected religious figures within their church. Shortly before or during their death, they lose faith in their chosen deity so completely they become a full heretic, blaspheming, committing atrocities, and cursing their god. These anathemic acts bind their soul to their flesh, causing them to rise as cursed beings. To a herexen, faith is the ultimate lie.
Although the circumstances that drive a pious worshipper to break with their faith are varied, herexens are unified in purpose. Herexens spend their existence fighting their former god in every manner they can, destroying iconography and temples, slaying worshippers, banding together with other herexens who oppose the same deity, conscripting lesser undead, and hiring living proxies to wreak havoc or spread misinformation. A particularly motivated herexen may even plot to kill or unseat the deity they once revered. Curiously, herexens maintain a corrupted form of their divine powers after death, wielding the weapons and magic of their past faith to tear it down.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.