FrefferthCreature 9
Source Pathfinder #158: Sixty Feet Under
Perception +18 (lifesense 60 feet)
Languages Common, Necril
Skills Athletics +21, Intimidation +23, Stealth +16, Survival +17
Str +6, Dex +3, Con +3, Int +3, Wis +4, Cha +6
AC 30; Fort +14; Reflex +16; Will +19;
HP 125 (fast healing 8)
Speed 20 feet
Immunities death effects, disease, fear effects, paralyzed, poison, unconscious
Weaknesses Good 10
Alietta +21 (+16, +11) to hit (magical, two hand d12) 2d8+12 Slashing
Spear +20 (+15, +10) to hit (magical, thrown 20) 1d6+12 Piercing
Spear +19 (+14, +9) to hit (magical, thrown 20) 1d6+12 Piercing
Lifesense 60 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
Fast Healing 8A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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.
Frightful Presence (aura, emotion, fear, mental)30 feet, DC 25 will save Aura
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Rejuvenation (divine, necromancy)When Frefferth is destroyed, his body and items dissipate into shadowy nothingness and the knight re-forms after 1d4 days within the sarcophagus in area D12, fully healed.
Frefferth can be trapped only by returning the Chain of the Stilled Spirit to the sarcophagus (see areas D12 and D34), in which case Frefferth's body dissipates, leaving his items in the spot where he was last slain.
Head HunterAny slashing weapon a dullahan wields becomes Keen, and any hatchet it wields becomes Returning.
If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target.
These effects remain only while the dullahan holds the weapon.
ImpalerWhenever Frefferth damages a creature with a critical hit using a ranged piercing weapon, the weapon remains impaled in the victim's body.
The victim becomes Clumsy 1 as long as they are impaled; the impaling weapon can be removed by the affected creature or an adjacent ally as a 2-action activity that has the manipulate trait.
ReapFrefferth removes the head of a dead creature within reach.
Each creature within the area of Frefferth's frightful presence must attempt a new save, even if they are temporarily immune.
Summon Steed (conjuration, occult)Frefferth summons a Nightmare.
This steed remains until it is slain, Frefferth Dismisses it, or Frefferth summons another steed.
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.