Urdefhan DominatorCreature 14
Source Pathfinder #155: Lord of the Black Sands
Perception +26 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Crafting +24, Lore +24, Intimidation +26, Religion +29, Stealth +25, Survival +27
Str +4, Dex +5, Con +3, Int +4, Wis +7, Cha +6
AC 35; Fort +25; Reflex +25; Will +29;
HP 250 (negative healing)
Speed 25 feet
Immunities disease, fear effects
Weaknesses Positive 15
Rhoka Sword +26 (+21, +16) to hit (fatal d10, magical, two hand d12) 2d8+10 Slashing
Jaws +26 (+22, +18) to hit (agile) 4d6+10 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.
Eyes of the EnthralledRequirements The urdefhan dominator has a creature dominated with its Dominate innate spell
Effect The urdefhan taps into the dominated creature's sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target's senses as a single action, which has the concentrate trait.
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 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic fortitude save).
Wicked BiteRequirements 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 DC 33 fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.
- Drain Blood 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) 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 35, +29 to hit)
Cantrips (7th Level): Chill Touch, Divine Lance, Forbidding Ward, Telekinetic Projectile
1st Level: Command, Feather Fall (Self Only), Grim Tendrils, Harm, Ray of Enfeeblement
2nd Level: Darkness, Death Knell, False Life, Silence, Spiritual Weapon
3rd Level: Paralyze
4th Level: Phantasmal Killer, Read Omens
5th Level: Banishment, Prying Eye
6th Level: Disintegrate, Dominate
7th Level: Dimensional Lock
Urdefhans believe themselves to be spawn of the First Horseman of the Apocalypse, who planted them on the Material Plane to serve as harbingers of the end times. These warmongering humanoids live in groups called cults in the Darklands vaults of Orv.
Urdefhan dominators control the minds of others to glean useful secrets and gain an advantage against their enemies.
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.