🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

KemnebiCreature 21


UniqueLEMediumUndeadVampire
Source Pathfinder #186: Ghost King's Rage
Perception +39 (darkvision, thoughtsense 100 feet)
Languages Ancient Osiriani, Common, Kelish, Necril, Osiriani, Vudrani, Tongues
Skills Acrobatics +35, Arcana +43, Athletics +33, Crafting +41, Deception +36, Diplomacy +36, Intimidation +36, Lore +41, Nature +41, Occultism +41, Performance +37, Religion +43, Lore +41, Society +41, Stealth +35
Str +6, Dex +8, Con +7, Int +10, Wis +10, Cha +8

AC 43; Fort +34; Reflex +35; Will +41;
HP 350 (fast healing 20, mental rebirth, negative healing)
Speed 40 feet (climb 40 feet)

Claw One Action +39 (+35, +31) to hit (agile, finesse, magical) 4d10+16 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.

Thoughtsense (Precise) 100 feet (divination, mental, occult)

Kemnebi senses all non-mindless creatures within 100 feet as a precise sense.

Fast Healing 20

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Enlightened Mind

Whenever Kemnebi is targeted by a mental effect, that effect's source or caster must succeed at a DC 5 flat. If this check fails, the mental effect doesn't affect Kemnebi.

Mental Rebirth (curse, incapacitation, mental, necromancy, occult)

Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts.

After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.

Vetalarana Vulnerabilities

All vetalaranas possess the following weaknesses.

Center Self One Action

Frequency once per round


Effect Kemnebi regains 1 Focus Point. If he's stupefied, he reduces the value of his stupefied condition by one. If Kemnebi is affected by a mental effect or spell, Kemnebi attempts to counteract that effect or spell with a +33 counteract modifier.

Control Comatose

Frequency once per day


Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the Possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose.

As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and Unconscious conditions are temporarily suppressed.

Deflect Attack Reaction

Requirements Kemnebi is aware of the attack, isn't Flat-Footed, and has a hand free

Trigger Kemnebi is the target of a physical ranged attack or ranged spell attack


Effect Kemnebi gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, Kemnebi has deflected it. He can't use this reaction to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).

Drain Thoughts One Action (divination, mental, occult)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Kemnebi's reach


Effect Kemnebi seizes a creature and consumes its memories. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Stupefied 2 and Kemnebi regains 35 HP, gaining any excess HP as temporary Hit Points. Draining Thoughts from a creature that's already stupefied doesn't restore any HP to Kemnebi but increases the victim's stupefied value by 2. Additionally, Kemnebi views one of the victim's memories and can choose to alter, enhance, or erase the memory he views as 4th- level Modify Memory.

A victim's stupefied condition value decreases by 1 every week.

A victim who becomes Stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as Kemnebi lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.

Flurry of Blows One Action

Frequency once per round


Effect Kemnebi makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Kemnebi applies his multiple attack penalty to the Strikes normally.

Paralyzing Claws (incapacitation, magical, necromancy, occult)

Any living, non-mindless creature hit by Kemnebi's claw Strike must succeed at a DC 36 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Arcane Prepared Spells (DC 48, +40 to hit)

Cantrips (10th Level): Ancient Dust, Chill Touch, Ghost Sound, Produce Flame, Read Aura
1st Level: Animate Dead, Flense, Grim Tendrils, Magic Aura, Magic Missile, Ventriloquism
2nd Level: Blur, Deafness, Invisibility
3rd Level: Haste, Paralyze, Vampiric Touch
4th Level: Enervation, Fly, Telepathy
5th Level: Shadow Siphon, Shadow Walk
6th Level: Bound in Death, Phantasmal Calamity, Suffocate, Teleport
7th Level: Plane Shift, Shadow Raid
9th Level: Unspeakable Shadow

Occult Innate Spells (DC 48, +40 to hit)

5th Level: Tongues (Constant)

Divine Prepared Spells (DC 48, +40 to hit)

Cantrips (10th Level): Daze, Detect Magic, Divine Lance, Stabilize, Torturous Trauma
1st Level: Alarm, Goblin Pox, Harm, Ray of Enfeeblement
2nd Level: Blood Vendetta, Darkness, False Life, See Invisibility, Status
3rd Level: Bind Undead, Chilling Darkness, Crisis of Faith, Dream Message, Heroism
4th Level: Dirge of Remembrance, Spell Immunity, Steal Voice
5th Level: Blink Charge, Crushing Despair, Shadow Blast, Spiritual Torrent
6th Level: Blade Barrier, Spirit Blast
7th Level: Eclipse Burst, Finger of Death

Focus Spells (DC 48, +40 to hit)

1st Level: Athletic Rush, Call of the Grave
4th Level: Enduring Might, Life Siphon

Rituals

2nd Level: Create Undead (Doesn't Require Secondary Casters)



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.