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Urdefhan High Tormentor
An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners.
Recall Knowledge - Humanoid
(
Society
)
: DC 27
Urdefhan High Tormentor
Creature 10
NE
Medium
Humanoid
Urdefhan
Source
Pathfinder #155: Lord of the Black Sands pg. 82
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
Items
+1
striking
warhammer
AC
30;
Fort
+19,
Ref
+16,
Will
+22
HP
195 (
negative healing
);
Immunities
death
effects (except necrotic decay),
disease
,
fear
;
Weaknesses
positive 10
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).
Speed
25 feet
Melee
warhammer
+21 [
+16/+11
] (
magical
,
shove
),
Damage
2d8+11 bludgeoning
Melee
jaws +21 [
+17/+13
] (
agile
),
Damage
3d6+11 piercing plus wicked bite
Divine Innate Spells
DC 30, attack +22;
5th
banishment
,
summon fiend
(daemons only);
4th
acid arrow
,
phantasmal killer
,
spiritual weapon
;
3rd
harm
(×2),
paralyze
(×2);
2nd
darkness
,
death knell
,
false life
,
silence
;
1st
feather fall
(self only),
grim tendrils
,
ray of enfeeblement
(×2)
Divine Rituals
DC 30;
1st
daemonic pact
Stoke the Fervent
(
auditory
,
divine
,
emotion
,
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, damage rolls, and 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.
Wicked Bite
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.
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
(
necromancy
) 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
"
Name
Level
Urdefhan Dominator
14
Urdefhan High Tormentor
10
Urdefhan Hunter
12
Urdefhan Tormentor
5
Urdefhan Warrior
3
Urdefhan
Source
Bestiary 2 pg. 272
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.
Alternate Urdefhan Mounts
Urdefhans use
skavelings
as mounts most of the time, but they aren't picky, using any beast that can be broken and trained.
Giant lizards
,
pterosaurs
, and even Darklands-dwelling
manticores
all serve as urdefhan mounts, on occasion.
Minos-Pashat
The first urdefhans were unleashed into the depths of Golarion's Darklands in the vault of Minos- Pashat, a nation-sized cavern riddled with maze-like tangles of stalactites, stalagmites, and fissures.
Rhoka Swords
The
rhoka sword
is the preferred weapon of urdefhan soldiers, though all urdefhans know how to wield these instruments of war. These uncommon advanced weapons cost 4 gp, deal 1d8 slashing damage, have 2 Bulk, and require 1 hand to use. Rhoka swords are in the sword group and have the
deadly d8
and
two-hand 1d10
traits.