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Deific Vessel of UrgathoaCreature 15


RareMediumDivineHumanHumanoidUnholy
Source Pathfinder NPC Core
Perception +27 (lifesense (precise) 60 feet)
Languages Common, Necril, Truespeech
Skills Lore +33, Athletics +26, Deception +27, Intimidation +29, Religion +31
Str +5, Dex +4, Con +6, Int +2, Wis +4, Cha +6

AC 35; Fort +28; Reflex +24; Will +26;
HP 300
Speed 25 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, unconscious
Weaknesses Holy 15
Resistances Void 15

Decaying Frost Scythe One Action +28 (+23, +18) to hit (deadly d10, magical, trip, unholy) 3d10+11 Slashing
Decaying Frost Fist One Action +28 (+24, +20) to hit (agile, magical, unarmed, unholy) 3d4+11 Bludgeoning
Grave Pulse One Action +27 (+22, +17) to hit (cold, unholy, void) 3d6 Cold

Mark of Fate (curse, divine)

A creature that slays the deific vessel must succeed at a DC 35 will save or be visibly marked as anathema to Urgathoa. It gains weakness 10 to unholy and takes a –2 circumstance penalty to Charisma-based skill checks against followers of Urgathoa. Creatures attempting to Gather Information about or Track the marked creature gain a +2 circumstance bonus to their checks.

The mark can't be hidden and can be removed only by participating in an atone ritual led by a worshipper of Urgathoa who is 12th level or higher.

Effect: Mark of Fate

Limited Lifespan (divine)

The deific vessel takes 25 untyped damage at the end of its turn if it Cast a Spell, used Borrow Time, or made a Strike that turn. This damage ignores resistance.

Shattered Vessel (divine, unholy)

When the deific vessel dies, the divine power barely contained within their form explodes outward, dealing 6d8 spirit damage to each creature in a 30-foot emanation with a DC 33 reflex save.

Void Tendrils (aura, divine, void)

30 feet.

When a creature in the aura would be healed by a vitality effect, the healing is reduced by 15 and the deific vessel regains 15 healing Hit Points.

Borrow Time One Action (divine, void)

The vessel chooses two different creatures in their void tendrils aura. Each one must be either undead or the vessel themself. One target loses 25 untyped HP and the other regains that many HP. If a target is unwilling, it can negate the transfer with a successful DC 39 fortitude save.

Grave Chill (divine)

The vessel's unarmed attacks and scythe gain the +2 Decaying Frost greater striking runes when used by the vessel, and their Strikes gain the death trait.


Divine Innate Spells (DC 39, +31 to hit)

Cantrips (8th Level): Detect Magic, Divine Lance, Message
1st Level: Harm, Harm (At Will)
5th Level: Truespeech (Constant)
6th Level: Dominate, Truesight, Vampiric Exsanguination, Zealous Conviction
7th Level: Divine Decree, Eclipse Burst, Execute, Mask of Terror


Through direct intervention in the mortal world, a deity creates a deific vessel to do their will, whether from a willing servant or through possession, a contract, or a curse. A candle to the flame of their progenitor, a divine vessel burns fast and quickly extinguishes.


Religions inspire devout individuals to uphold their tenets.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Unholy

Effects 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.