ChafkhemCreature 8
Source Pathfinder #164: Hands of the Devil
Perception +17 (darkvision)
Languages Aklo, Common, Necril
Skills Acrobatics +16, Arcana +19, Athletics +15, Diplomacy +16, Intimidation +16, Occultism +17, Religion +15
Str +3, Dex +4, Con +3, Int +7, Wis +3, Cha +4
AC 26; Fort +15; Reflex +16; Will +17; +1 status to all saves vs. vitality
HP 135 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 10
Fist
+19 (+15, +11) to hit (agile, finesse, unarmed) 2d6+7 BludgeoningStaff
+18 (+13, +8) to hit (two hand d8) 1d4+7 Bludgeoning+1 Status to All Saves vs. VitalityDespair (aura, divine, emotion, fear, incapacitation, mental)
30 feet. Living creatures are Frightened 1 while in Chafkhem's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 24 will save (after taking the penalty from being frightened) or be Paralyzed for 1 round.
The creature is then temporarily immune for 24 hours.
Effect: Despair
Rejuvenation (divine)When Chafkhem is destroyed, necromantic energies rebuild his body in the magic circle in his room over 1d10 days. If the re-forming body is destroyed during that time, the process starts anew. Chafkhem can be destroyed for good with a Consecrate ritual, or if the magic circle is destroyed.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Warding Script
(arcane)Trigger A creature Chafkhem can see makes a melee Strike against Chafkhem
Effect Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 fortitude save.
Success The target is unaffected.
Failure The target is Blinded until the start of its next turn.
Critical Failure The target is blinded for 1 minute.
Mummy Rot (curse, disease, divine, void)This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-rank Resurrect ritual or similar magic.
Saving Throw DC 24 fortitude
Stage 1 carrier with no ill effect (1 minute)
Stage 2 6d6 void damage and Stupefied 1 (1 day)
Arcane Prepared Spells (DC 26, +18 to hit)
Cantrips (4th Level): Chill Touch, Daze, Detect Magic, Shield, Tanglefoot
1st Level: Command, Grim Tendrils, Mending, Ray of Enfeeblement, Unseen Servant
2nd Level: Blur, Dispel Magic, Hideous Laughter, Invisibility, See Invisibility
3rd Level: Glyph of Warding, Haste, Mind Reading
4th Level: Freedom of Movement, Phantasmal Killer, Spell Immunity
Rituals
Create Undead, Inveigle, Awaken Portal
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
MummyA mummy is an undead creature created from a preserved corpse.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.