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There is a Legacy version here.

Urdefhan Warrior

From the moment they're born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Urdefhan WarriorCreature 3

Medium Humanoid Urdefhan 
Source Monster Core 2 pg. 336
Perception +9; greater darkvision
Languages Aklo, Daemonic, Sakvroth
Skills Athletics +10, Intimidation +9, Religion +7, Survival +7
Str +3, Dex +1, Con +2, Int +0, Wis +2, Cha +2
Items composite longbow (20 arrows), rhoka sword, studded leather
AC 18; Fort +9, Ref +8, Will +9
HP 55 (void healing); Immunities death effects, disease, fear; Weaknesses vitality 5
Necrotic Decay (divine, void) When an urdefhan dies, their translucent flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body. This gas deals 3d6 void damage to creatures in this area as their flesh curdles and rots (DC 17 basic Fortitude save).Reactive Strike [reaction]
Speed 25 feet
Melee [one-action] rhoka sword +12 [+7/+2] (deadly d8, two-hand d10), Damage 1d8+6 slashingMelee [one-action] jaws +12 [+7/+2], Damage 1d6+6 piercing plus Wicked BiteRanged [one-action] composite longbow +10 [+5/+0] (deadly d10, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercingDivine Innate Spells DC 17; 2nd darkness; 1st enfeeble, gentle landing (at will; self only)
Ravenous Attack [two-actions] The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Their multiple attack penalty doesn't increase until after both attacks.Wicked Bite [one-action] Requirements The urdefhan damaged a creature with a jaws Strike on their last action; Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The target must succeed at a DC 20 Fortitude save or be affected by drain blood or drain vitality (the urdefhan's choice). If the jaws Strike was a critical hit, the creature is affected by 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 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).

All Monsters in "Urdefhan"

NameLevel
Urdefhan Blood Mage8
Urdefhan Death Scout6
Urdefhan Dominator14
Urdefhan High Tormentor10
Urdefhan Hunter12
Urdefhan Lasher7
Urdefhan Tormentor5
Urdefhan Warrior3

Urdefhan

Source Monster Core 2 pg. 336
The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Apocalypse Riders to serve as agents of the end times of the Universe. 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 other 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 appearance, combined with their gaping maws full of sharp fangs, works to create the false impression that urdefhan 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.

An urdefhan's translucent body allows onlookers to see the various organs and fluids within, while their blue blood often signals their mood and telegraphs possible dangers. The blood of an excited urdefhan ready to attack grows more vibrant and even glows with a faint light. When an urdefhan is prepared to meet their death and imminent soul detonation, their blood grows dark, almost black as pitch.

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 isn't actively engaged in violence, their giddy cruelty is tempered by only 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.

Sidebar - Locations Minos-Pashat

The first urdefhans were unleashed into the depths of Golarion’s Darklands in the vault of Minos-Pashat, a nationsized cavern riddled with mazelike tangles of stalactites, stalagmites, and fissures.

Sidebar - Advice and Rules Rhoka Swords

The rhoka sword is the preferred weapon among urdefhans, and all of their kind know how to wield these instruments of war.

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