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Rukh

Nethys Note: No description has been provided for this NPC.

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

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite RukhCreature 10

Unique Medium Shadow Strix Undead Vampire 
Source Pathfinder #215: To Blot Out the Sun pg. 57
Perception +23; greater darkvision
Languages Alghollthu, Azlanti, Common, Draconic, Elven, Fey, Necril, Shadowtongue, Strix
Skills Acrobatics +17, Deception +20, Diplomacy +20, Intimidation +20, Netherworld Lore +21, Nin Lore +21, Occultism +21, Religion +21, Society +21, Stealth +17
Str +3, Dex +4, Con +3, Int +6, Wis +6, Cha +5
Items +1 resilient scroll robes (grim tendrils [4th-rank), beaded amulet, nightpitch
AC 27; Fort +18, Ref +19, Will +23
HP 130 (coffin restoration, fast healing 10, void healing)); Immunities death effects, disease, paralyze, poison, sleep; Resistances all physical 10 (except silver or weapons shedding bright light); Weaknesses strigoi (revulsion, sunlight, water revulsion)
Speed 25 feet, fly 25 feet
Melee [one-action] claw +18 [+14/+10] (agile, magical), Damage 1d8+2+5 slashing plus GrabDivine Innate Spell DC 34 (+4 dmg); 5th levitate (at will)
Occult Spontaneous Spells DC 34, attack +26 (+4 dmg); 5th slither (*), synaptic pulse, synesthesia (3 slots); 4th confusion (*), grim tendrils, phantom pain (*), vision of death (4 slots); 3rd dispel magic, fear, slow, vampiric feast (*4 slots); 2nd clear mind, darkness, sound body, stupefy (*4 slots); 1st enfeeble, phantom pain (*), sure strike, ventriloquism (4 slots); Cantrips (5th) daze, detect magic, figment, telekinetic projectile, void warp
Sorcerer Bloodline Spells 2 Focus Points, DC 34 (+4 dmg); 5th aberrant whispers, tentacular limbs
Blood Magic—Eerie Veil When Rukh casts a bloodline spell using a Focus Point or a sorcerous gift spell (spells denoted with a *) using a spell slot, either one target takes a –1 status penalty to Will saving throws for 1 round, or Rukh gains a +2 status bonus to Will saving throws for 1 round.Bleed Out [one-action] (attack) Requirements Rukh's last action was to cast a non-cantrip spell that granted him a blood magic effect; Effect Rukh makes a ranged spell attack roll against the AC of a target within 60 feet. This attack deals persistent bleed damage equal to the rank of the spell he just cast.Drink Essence [one-action] (divine, void) A grabbed, paralyzed, restrained, unconscious, or willing creature is within the strigoi's reach; Effect Rukh sinks his fangs into the targeted creature to drink its blood and draw out its vital essence. This requires an Athletics check against the Fortitude DC if the creature is grabbed and is automatic for any other conditions. The creature becomes drained 1 and stupefied 1, and Rukh regains 13 Hit Points, gaining any excess Hit Points as temporary Hit Points. Drinking Essence from a creature that's already drained or stupefied doesn't restore any Hit Points, but increases the creature's drained condition value or its stupefied condition value by 1 (whichever value is lesser is increased; if both values are equal, then the strigoi chooses which condition to increase the value of).
A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 22 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes. A victim's stupefied condition decreases by 1 per day after performing daily preparations. If the daily preparations are done in full sunlight, the stupefied condition is removed entirely.
Reach Spell [one-action] (concentrate, spellshape) If the next action Rukh takes is to Cast a Spell that has a range, increase that spell's range by 30 feet.Shadow Form [one-action] (concentrate, divine, shadow) Rukh reverts to pure shadow and absorbs his body and his gear into the darkness, or it shifts back to his physical form. In shadow form, Rukh gains a climb Speed equal to his land Speed and can more through any gap that isn't airtight. However, he can only move along solid surfaces that aren't highly reflective, not liquid or mirrored surfaces. If the surface he's on is destroyed, Rukh returns to physical form and is stunned 1. He loses fast healing while in shadow form but can remain in shadow form indefinitely.
If Rukh is exposed to sunlight while in shadow form, he becomes slowed 2 and must attempt a DC 16 flat check at the end of each of his turns. If he fails, he is destroyed, the shadow vanishing with a blood-curdling wail.