KhurfelCreature 10
Source Pathfinder #165: Eyes of Empty Death
Perception +19 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Athletics +22, Intimidation +19, Survival +20
Str +5, Dex +4, Con +3, Int +0, Wis +5, Cha +4
AC 28; Fort +20; Reflex +19; Will +22;
HP 200 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 10
Rhoka Sword +24 (+19, +14) to hit (deadly 2d8, magical, two hand d10) 2d8+11 Slashing
Jaws +23 (+18, +13) to hit 2d8+11 Piercing
Heavy Crossbow +22 (+17, +12) to hit (range increment 120, reload 2) 1d10 Piercing
Greater Darkvision
A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
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.
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.
Necrotic Decay (divine, necromancy, negative)When Khurfel dies, his invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 10-foot emanation around his body. The gas deals 10d6 negative damage to creatures in this area as their flesh too curdles and rots (DC 28 basic fortitude save).
Frenzied AttackKhurfel makes one rhoka sword Strike and two jaws Strikes against one or two different creatures (splitting up the attacks any way he wishes).
His multiple attack penalty doesn't increase until after all three attacks.
Insightful SwingKhurfel makes a melee weapon Strike. On this Strike, he gains a +2 circumstance bonus to the attack roll and ignores any concealment the target has.
Wicked Bite (necromancy)Requirements Khurfel damaged a creature with a jaws Strike on his last action
Effect Khurfel maintains contact, turning the creature's flesh translucent around the injury. Khurfel chooses one of two options, each of which requires a DC 28 fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.
- Drain Blood Khurfel drinks some of the creature's blood. On a failed save, the creature is Drained 1 and Khurfel regains 10 HP (or, on a critical failure, it's Drained 2 and Khurfel regains 20 HP).
- Drain Vitality Khurfel draws out some of the creature's vital essence. The creature becomes Enfeebled 1 for 1 hour on a failed save (or Enfeebled 2 for 1 hour on a critical failure).
Divine Innate Spells (DC 28, +20 to hit)
1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Augury, Death Knell
3rd Level: Blindness, Paralyze
4th Level: Harm, Read Omens
Khurfel leads the largest and most active group of adversaries the heroes face in the Abomination Vaults. His fated confrontation with the heroes is necessary because he holds the Emerald Fulcrum Lens and refuses to give it up as long as he lives, as it symbolizes the leadership of his cult. Khurfel's vision of falling at the heroes' hands doesn't inspire fear-it inspires fury, and he fights against his prophesized enemies as long as breath remains in his body.
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.