Urdefhan LasherCreature 7
Source Pathfinder #165: Eyes of Empty Death
Perception +16 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Athletics +17, Intimidation +13, Religion +14, Survival +14
Str +5, Dex +3, Con +4, Int +0, Wis +3, Cha +2
AC 24; Fort +17; Reflex +14; Will +16;
HP 120 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 5
Shauth Lash +18 (+13, +8) to hit (deadly d8, trip) 2d8+7 Slashing
Jaws +17 (+12, +7) to hit 2d6+7 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 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 7d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic fortitude save).
Constrict1d8+7 slashing damage, DC 25 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Shauth SeizeThe lasher gains the Grab ability with a shauth lash and can use their Wicked Bite through magical shauth weapon Strikes.
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 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 25 fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 10 HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 20 HP).
- Drain Vitality (necromancy) DC 25 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).
Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Divine Innate Spells (DC 22, +14 to hit)
1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Death Knell
3rd Level: Paralyze
Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat.
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.