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Frefferth

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

FrefferthCreature 9

Legacy Content

Unique LE Medium Undead 
Source Pathfinder #158: Sixty Feet Under pg. 35
Male variant dullahan
Perception +18; lifesense 60 feet
Languages Common, Necril
Skills Athletics +21, Intimidation +23, Stealth +16, Survival +17
Str +6, Dex +3, Con +3, Int +3, Wis +4, Cha +6
Items +1 full plate, +1 spears (3), Alietta (+1 striking bastard sword)
AC 30; Fort +14, Ref +16, Will +19
HP 125 (fast healing 8); Immunities death effects, disease, fear, paralyzed, poison, unconscious; Weaknesses good 10
Frightful Presence (aura, emotion, fear, mental) 30 feet, DC 25Attack of Opportunity [reaction] Rejuvenation (divine, necromancy) When Frefferth is destroyed, his body and items dissipate into shadowy nothingness and the knight re-forms after 1d4 days within the sarcophagus in area D12, fully healed. Frefferth can be trapped only by returning the chain of the stilled spirit to the sarcophagus (see areas D12 and D34), in which case Frefferth's body dissipates, leaving his items in the spot where he was last slain.
Speed 20 feet
Melee [one-action] Alietta +21 [+16/+11] (magical, two-hand d12), Damage 2d8+12 slashingMelee [one-action] spear +20 [+15/+10] (magical, thrown 20 feet), Damage 1d6+12 piercingRanged [one-action] spear +19 [+14/+9] (magical, thrown 20 feet), Damage 1d6+12 piercingHead Hunter Any slashing weapon a dullahan wields becomes keen, and any hatchet it wields becomes returning. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target. These effects remain only while the dullahan holds the weapon.Impaler Whenever Frefferth damages a creature with a critical hit using a ranged piercing weapon, the weapon remains impaled in the victim's body. The victim becomes clumsy 1 as long as they are impaled; the impaling weapon can be removed by the affected creature or an adjacent ally as a 2-action activity that has the manipulate trait.Reap [two-actions] The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if they are temporarily immune.Summon Steed [two-actions] (conjuration, occult) Frefferth summons a nightmare. This steed remains until it is slain, the dullahan Dismisses it, or the dullahan summons another steed.