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Seldrick Dralston (1-2)Creature 2

Source Pathfinder Society Scenario #4-02: Return to the Grave
Perception +8 (darkvision)
Languages Common, Necril, Osiriani
Skills Intimidation +6, Occultism +7, Religion +8, Stealth +6
Str +1, Dex +2, Con +0, Int +1, Wis +4, Cha +2

AC 16; Fort +6; Reflex +6; Will +10;
HP 24 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious

Dagger One Action +10 (+6, +2) to hit (agile, finesse, thrown 10, versatile s) 1d4 + 3 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.

Denounce Heretic Reaction (abjuration, divine)

Trigger A creature within 60 feet who Seldrick Dralston can see and who doesn't follow the Whispering Way casts a divine spell

Effect Seldrick attempts to counteract the triggering spell using their spell attack modifier and a counteract level of 1. If Seldrick fails to counteract the spell, the caster is temporarily immune to further uses of Denounce Heretic for 24 hours.

Field of Undeath (aura, divine, necromancy)

20 feet Aura

Allies within the aura who have negative healing gain Fast Healing 2. When a creature within the aura would receive positive healing, it must succeed at a DC 5 flat or receive no healing from the effect.

Divine Prepared Spells (DC 17, +9 to hit)

Cantrips (1st Level): Chill Touch, Detect Magic, Divine Lance, Forbidding Ward, Shield
1st Level: Bane, Fear, Harm, Ray of Enfeeblement

Cleric Domain Spells (DC 17, +9 to hit)

1st Level: Touch of Undeath

Deathless acolytes typically arise when a deity or their herald expends a minor amount of power to return a low-ranking priest. Some priests are powerful enough in life to return, greatly lessened, of their own volition.

Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of a deathless acolyte is an act of direct intervention by a deity, typically as a double-edged reward and curse granted to a faithful priest who failed in completing a divine mandate due to circumstances beyond their control.



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.