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Urdefhan Blood MageCreature 8


UncommonNEMediumHumanoidUrdefhan
Source Pathfinder #165: Eyes of Empty Death
Perception +15 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Arcana +16, Athletics +16, Intimidation +16, Occultism +18, Religion +16
Str +4, Dex +2, Con +4, Int +6, Wis +3, Cha +2

AC 26; Fort +18; Reflex +14; Will +17;
HP 140 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 10

Kukri One Action +16 (+12, +8) to hit (agile, trip) 2d6+8 Piercing
Jaws One Action +15 (+10, +5) to hit 2d6+8 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 Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

Necrotic Decay (divine, necromancy, negative)

When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body.

This gas deals 8d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic fortitude save).

Blood Offering One Action (metamagic, necromancy, occult)

Frequency once per round


Effect The blood mage cuts themself and takes 8 slashing damage. If the blood mage's next action is to Cast a Spell, the action can't be disrupted, and if the spell has a range, the blood mage can increase that spell's range by 30 feet.

Wicked Bite One Action

Requirements The urdefhan damaged a creature with a jaws Strike on its last action


Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.


Occult Spontaneous Spells (DC 26, +18 to hit)

Cantrips (4th Level): Chill Touch, Daze, Message, Shield, Telekinetic Projectile
1st Level (4 slots): Bane, Fear, Grim Tendrils, Phantom Pain
2nd Level (4 slots): Dispel Magic, Ghoulish Cravings, Invisibility, Touch of Idiocy
3rd Level (4 slots): Haste, Levitate, Slow, Vampiric Touch
4th Level (4 slots): Call The Blood, Confusion, Dimension Door, Phantasmal Killer

Divine Innate Spells (DC 26, +18 to hit)

1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Death Knell
3rd Level: Paralyze


Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons.


Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world's end.


Traits

Uncommon

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.