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Urdefhan High TormentorCreature 10


NEMediumHumanoidUrdefhan
Source Pathfinder #155: Lord of the Black Sands
Perception +22 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Acrobatics +18, Crafting +19, Intimidation +21, Occultism +22, Religion +22
Str +5, Dex +2, Con +3, Int +1, Wis +6, Cha +3

AC 30; Fort +19; Reflex +16; Will +22;
HP 195 (negative healing)
Speed 25 feet
Immunities disease, fear effects
Weaknesses Positive 10

Warhammer One Action +21 (+16, +11) to hit (magical, shove) 2d8+11 Bludgeoning
Jaws One Action +21 (+17, +13) to hit (agile) 3d6+11 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.

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 10d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic fortitude save).

Stoke the Fervent Two Actions (auditory, divine, emotion, enchantment, mental)

Frequency once per day


Effect The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls and damage rolls, a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able even if it means attacking an ally, object, or thin air).

This lasts for 2d4 rounds.

Effect: Stoke the Fervent

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 DC 29 fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.


Divine Innate Spells (DC 30, +22 to hit)

1st Level: Feather Fall (Self Only), Grim Tendrils, Harm, Ray of Enfeeblement
2nd Level: Acid Arrow, Darkness, Death Knell, False Life, Silence, Spiritual Weapon
3rd Level: Paralyze
4th Level: Phantasmal Killer
5th Level: Banishment, Summon Fiend (Daemons only)

Divine Rituals

1st Level: Daemonic Pact


An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners.


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


The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of Abaddon, and like their fiendish lieges, urdefhans exist for one reason and one reason alone: to kill.

While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan's life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they're dead, their chances to kill will finally come to an end.

Urdefhans' primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the "blessings" of their daemonic patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict.


Traits

Common

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.

Humanoid

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