Harlo KrantCreature 4
Source Pathfinder Book of the Dead
Perception +13 (darkvision)
Languages Common, Necril
Skills Athletics +10, Lore +9, Religion +13, Stealth +10
Str +4, Dex +4, Con +3, Int +1, Wis +5, Cha +2
AC 20; Fort +11; Reflex +10; Will +13;
HP 80
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 5, Slashing 5
Scythe +12 (+7, +2) to hit (deadly d10, trip) 1d10+8 Slashing
Fist +12 (+7, +2) to hit 1d8+8 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.
Command Zombie (concentrate, divine, incapacitation, necromancy)Krant intones blasphemous words to gain control over a zombie he can see within 100 feet. A zombie that is mindless and not under someone else's control falls under his control automatically; otherwise, the zombie or its controller can attempt a DC 22 will save to avoid being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as Krant or higher.
The zombie remains controlled by Krant until either is destroyed. Krant can control up to 8 zombies at a time. If Krant would control a number of zombies over this limit, he chooses which to release.
Create Zombies (concentrate, divine, evil, necromancy)Krant can create lesser zombies with a 1-hour ritual. During this time, Krant chants and performs an unholy dance over the corpses he intends to animate. Unlike normal rituals, this doesn't require a skill check or Cost. At the end of this hour, Krant can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under Krant's control and count toward the limit of Command Zombie. Any zombies created by Krant still count toward the XP budget of an encounter normally.
Krant has created enough individual zombies to form shambler troops, which are effectively 4th-level creatures. Rather than creating them directly, he needed to train weaker zombies to work as troops.
Level -1 Zombies
Level 0 Zombies
Level 1 Zombies
Level 2 Zombies
Shamble Forth (concentrate, divine, necromancy)Frequency once per round
Effect Each zombie controlled by Krant Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type).
Whispering Scythe (divine, necromancy)Trigger An undead controlled by Krant and within 20 feet of him is destroyed
Requirements Krant is holding his scythe
Effect Krant draws the creature's soul into his scythe. The next time he makes a scythe Strike, the soul is released and the Strike deals an extra 1d6 negative damage. The scythe can hold only one soul at a time.
Divine Innate Spells (DC 21, +13 to hit)
Cantrips (2nd Level): Chill Touch, Daze, Divine Lance
1st Level: Fear, Harm, Ray of Enfeeblement
2nd Level: Silence, Sudden Blight
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.