Urdefhan Death ScoutCreature 6
Source Pathfinder #165: Eyes of Empty Death
Perception +15 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Acrobatics +14, Athletics +12, Intimidation +11, Stealth +14, Thievery +14
Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha +1
AC 24; Fort +15; Reflex +16; Will +11;
HP 92 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 5
Shauth Blade +17 (+13, +9) to hit (agile, deadly d6, finesse) 1d6+4 Slashing
Jaws +16 (+11, +6) to hit 2d6+4 Piercing
Necrotic Bomb +16 (+11, +6) to hit (range increment 20, splash) 2d6 Negative
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.
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 6d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 23 basic fortitude save).
Shauth BiteThe death scout deals an additional 1d6 Persistent Bleed Damage with shauth blades and can use their Wicked Bite through magical shauth weapon Strikes.
Sneak AttackThe death scout deals an extra 2d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Wicked Bite (necromancy)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.
- Drain Blood DC 24 fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 5 HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 10 HP).
- Drain Vitality (necromancy) DC 24 fortitude The urdefhan 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 21, +13 to hit)
1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Death Knell, Invisibility (Self Only)
Death scouts train as spies and assassins for their cult. Other urdefhans scorn their stealthy methods, but none can argue with their results.
Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world's end.
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.