Fallen ChampionCreature 8
Source Pathfinder Book of the Dead
Perception +17 (darkvision)
Languages Common, Necril
Skills Acrobatics +14, Athletics +19, Intimidation +19, Lore +16, Religion +17
Str +5, Dex +2, Con +5, Int +2, Wis +3, Cha +5
AC 28; Fort +19; Reflex +14; Will +17;
HP 130 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Machete +20 (+15, +10) to hit (deadly d8, magical, sweep) 2d6+11 Slashing
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.
Agent of Despair (aura, divine, emotion, enchantment, fear, mental)15-feet Aura
A fallen champion emanates an aura of utter despair. Living creatures are Frightened 1 while in a fallen champion's aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the aura.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Final Blasphemy (divine, necromancy, negative)When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 4th-level, 3-action Harm spell (DC 26 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.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Heretic's Armaments (divine, enchantment)While the fallen champion wields the favored weapon of its former deity, that weapon gains the effect of a Fearsome property rune.
Heretic's Smite (divine, necromancy)While wielding the favored weapon of its former deity (such as a machete for an ex-Kazutal 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.
Reap Faith (divine, necromancy)Requirements The fallen champion's last action was a Strike that dealt damage to a living creature
Effect The fallen champion saps the hope and faith from that creature. It takes 3d6 negative damage with a DC 25 basic will. Regardless of the result of the save, the creature becomes Frightened 1 or increases the value of its frightened condition by 1.
Divine Innate Spells (DC 25, +17 to hit)
1st Level: Harm
1st Level: Touch of Corruption, Unimpeded Stride
While most herexens were clerics or clergy in life, fallen champions were holy crusaders that upheld the ideals of their deity while fighting enemies of the church and defending its congregants. Fallen champions are direct in their actions and wage their divine war on a grand scale. This fallen champion once worshiped the Arcadian goddess @UUID[Compendium.pf2e.deities.Kazutal]{Kazutal}, also called Mother Jaguar.
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.