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HerexenCreature 2

Source Pathfinder Bestiary 3
Perception +8 (darkvision)
Languages Common, Necril
Skills Athletics +6, Deception +7, Religion +10, Stealth +6
Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +3

AC 17; Fort +5; Reflex +8; Will +10;
HP 30 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Dagger One Action +10 (+6, +2) to hit (agile, versatile s) 1d6 + 4 Piercing


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 Healing

A 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 3-action Harm spell (DC 20 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.

Heretic's Smite (divine, necromancy)

While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 evil damage against creatures that can cast divine spells.

Divine Prepared Spells (DC 18, +10 to hit)

1st Level: Harm

Cleric Domain Spells (DC 20, +12 to hit)

1st Level: Death's Call

When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise.

Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are more often formed from a blasphemous cult who practiced their heresy together in life and died together, though some gather independent herexens of the same former faith.



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.