Hand Of Urxehl (9-10)Creature 11
Source Pathfinder Society Scenario #2-24: Breaking The Storm: Parting Clouds
Perception +21
Languages none
Skills Athletics +23
Str +7, Dex +3, Con +6, Int +4, Wis +3, Cha +3
AC 31; Fort +24; Reflex +19; Will +21;
HP 240 (regeneration 5 (deactivated by holy)
Speed 0 feet
Immunities death effects, disease, mental, poison
Weaknesses Cold Iron 10, Holy 10
Resistances Fire 10
Grasping Claw
+22 (+18, +14) to hit (agile, reach 1000, unholy) 2d12+22 SlashingRegeneration 5 (Deactivated by Holy)
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Dominating Will (aura, divine, fear, mental)10 feet. A creature that enters the area must attempt a DC 30 will save.
Critical Success The creature is unaffected.
Success The creature takes 3d6 spirit damage.
Failure The creature takes 6d6 spirit damage and is Frightened 1 for 1 round.
Critical Failure The creature takes 12d6 spirit damage and is frightened 1 as long as the portal to the Abyss remains open.
Grasping FingersThe hand of Urxehl begins with 4 fingers embedded outside of the rift. At the beginning of the encounter, the hand is Quickened, and can use this additional action to make grasping claw Strikes. For every 60 damage the hand of Urxehl takes, one of these fingers recedes and the hand loses 1 action, first losing the quickened condition, then becoming Slowed 1 and Slowed 2 before being defeated at 0 Hit Points.
Thrash About
Trigger The hand takes enough damage to lose an action
Effect the hand thrashes about in pain, causing a minor earthquake. Creatures within 60 feet of the portal must succeed at a DC 30 reflex save or be knocked Prone.
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.
DemonA family of fiends, demons hail from or trace their origins to the Outer Rifts. Most are irredeemably unholy and have darkvision and weaknesses to cold iron and holy.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
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.