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Urdefhan TormentorCreature 5


NEMediumHumanoidUrdefhan
Source Pathfinder Bestiary 2
Perception +13 (greater darkvision)
Languages Aklo, Daemonic, Undercommon
Skills Acrobatics +8, Crafting +9, Intimidation +11, Occultism +11, Religion +13
Str +3, Dex +1, Con +3, Int +2, Wis +4, Cha +2

AC 21; Fort +11; Reflex +10; Will +15;
HP 77 (negative healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Positive 5

Warhammer One Action +12 (+7, +2) to hit (shove) 1d8+5 Bludgeoning
Jaws One Action +14 (+9, +4) to hit 2d6+5 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 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 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 +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 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.

Wicked Bite One Action (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 22 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 23, +15 to hit)

1st Level: Feather Fall (Self only), Grim Tendrils, Ray of Enfeeblement
2nd Level: Darkness, Death Knell, False Life
3rd Level: Harm, Paralyze

Rituals

1st Level: Daemonic Pact


Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of Abaddon's Four Horsemen of the Apocalypse as their patron deity. With their unholy gifts, these urdefhan tormentors summon daemons into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly.


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.