UnrisenCreature 11
Source Pathfinder Book of the Dead
Perception +21 (darkvision, lifesense 30 feet)
Languages Common, (can't Speak Any Language)
Skills Athletics +24, Stealth +19
Str +7, Dex +4, Con +5, Int -2, Wis +6, Cha +3
AC 28; Fort +22; Reflex +17; Will +21;
HP 220 (meant to live, negative healing)
Speed 30 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Jaws +24 (+19, +14) to hit (deadly d10, magical) 3d8+13 Piercing
Claw +24 (+20, +16) to hit (agile, magical) 2d8+13 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.
Lifesense 30 feetLifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
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.
Meant to Live (occult, necromancy)Whenever an unrisen would take damage from positive energy, it instead heals half that number of Hit Points.
Resurrection VulnerabilityA creature with a prepared or spontaneous spell that can restore the dead to life (such as Breath of Life or Raise Dead) can expend an appropriate spell slot as a 2-action activity to destroy an unrisen within 30 feet. The attempt fails if the unrisen succeeds at a Will save against the creature's spell DC.
Rise Again (necromancy, occult)If the unrisen is reduced to 0 Hit Points by means other than fire damage, disintegration, or its resurrection vulnerability, it returns to unlife at the start of its next turn. It has 100 Hit Points and is Prone in the space in which it was destroyed. The unrisen can't be returned by this ability again for 1 hour.
Agonized Howl (auditory, enchantment, mental, occult)The unrisen howls in pain at its cursed existence. Creatures within a 30-foot emanation take 9d8 mental damage (DC 30 basic will). The unrisen can't use Agonized Howl again for 1d4 rounds.
Awful ApproachThe unrisen reshapes its grotesque form to move swiftly. It Strides twice. Any living creature that can see the unrisen during this movement must succeed at a DC 28 fortitude save or be Sickened 1 (Sickened 2 on a critical failure). This is a mental and visual effect. The unrisen can't use Awful Approach again for 1d4 rounds.
Death Grip (curse, necromancy, occult)Requirements The unrisen has a living creature Grabbed or Restrained
Effect The unrisen attempts to destroy its victim's life force to share the unrisen's fate. The creature must succeed at a DC 30 fortitude save or become Doomed 1. While the curse lasts, the creature regains only half as many HP from positive healing effects; if it dies, any attempt to raise it from the dead causes it to return as an unrisen. The curse ends automatically if the creature's doomed value is reduced to 0.
An unrisen is a mangled conglomeration of splintered bones, decaying organs, and rotting flesh, created when a ritual such as resurrect goes catastrophically wrong. Immense care must be taken, for if the ritual is a critical failure, an unrisen can be the result—as many a ritualist has learned to their horror.
Unrisen are barely intelligent, aware only of the agony constantly inflicted by their flawed creation and their resentment for the living. They tend to attack the casters involved in the botched ritual first before lashing out at everyone else around them. Though an unrisen's twisted form is unrecognizable as the intended target of the resurrection, its wordless howls are often disturbingly similar to the deceased's voice. If an unrisen is destroyed before it can rise again, it's reduced to a handful of metallic blue-green salts referred to as essential salts.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.