🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Hand Of Urxehl (9-10)Creature 11


UniqueCELargeDemonFiend
Source Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds
Perception +21
Languages none
Skills Athletics +23
Str +7, Dex +3, Con +6, Int +4, Wis +3, Cha +3

AC 31; Fort +24; Reflex +19; Will +21;
HP 240 (regeneration 5 (deactivated by good)
Speed 0 feet
Immunities death effects, disease, mental, poison
Weaknesses Coldiron 10, Good 10
Resistances Fire 10

Grasping Claw One Action +22 (+18, +14) to hit (agile, reach 1000) 2d12+22 Slashing

Regeneration 5 (Deactivated by Good)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Dominating Will (aura, divine, enchantment, mental, fear)

10 feet Aura.


A creature that enters the area must attempt a DC 30 will save.


Critical Success The creature is unaffected.

Success The creature takes 3d6 evil damage.

Failure The creature takes 6d6 evil damage and is Frightened 1 for 1 round.

Critical Failure The creature takes 12d6 evil damage and is frightened 1 as long as the portal to the Abyss remains open.

Grasping Fingers

The hand of Urxehl begins with 4 fingers embedded outside of the rift. At the beginning of the encounter, the hand is Quickened 1, and can use this additional action to make grasping claw Strikes. For every 60 damage the hand of Urxehl takes, one of these fingers recedes and the hand loses 1 action, first losing the quickened condition, then becoming Slowed 1 and Slowed 2 before being defeated at 0 Hit Points.

Thrash About Reaction

Trigger The hand takes enough damage to lose an action

/n

Effect the hand thrashes about in pain, causing a minor earthquake. Creatures within 60 feet of the portal must succeed at a DC 30 reflex save or be knocked Prone.



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.