Harlo KrantCreature 4
Source Pathfinder Book of the Dead
Perception +13 (darkvision)
Languages Common, Necril
Skills Lore +9, Athletics +10, Religion +13, Stealth +10
Str +4, Dex +4, Con +3, Int +1, Wis +5, Cha +2
AC 20; Fort +11; Reflex +10; Will +13;
HP 80
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 5, Slashing 5
Scythe
+12 (+7, +2) to hit (deadly d10, trip) 1d10+8 SlashingFist
+12 (+7, +2) to hit (unarmed) 1d8+8 BludgeoningVoid Healing
A 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.
Command Zombie
(concentrate, divine, incapacitation)Krant intones blasphemous words to gain control over a zombie he can see within 100 feet. A zombie that is mindless and not under someone else's control falls under his control automatically; otherwise, the zombie or its controller can attempt a DC 22 will save to avoid being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as Krant or higher.
The zombie remains controlled by Krant until either is destroyed. Krant can control up to 8 zombies at a time. If Krant would control a number of zombies over this limit, he chooses which to release.
Create Zombies (concentrate, divine, evil)Krant can create lesser zombies with a 1-hour ritual. During this time, Krant chants and performs an unholy dance over the corpses he intends to animate. Unlike normal rituals, this doesn't require a skill check or Cost. At the end of this hour, Krant can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under Krant's control and count toward the limit of Command Zombie. Any zombies created by Krant still count toward the XP budget of an encounter normally.
Krant has created enough individual zombies to form shambler troops, which are effectively 4th-level creatures. Rather than creating them directly, he needed to train weaker zombies to work as troops.
Level -1 Zombies
Level 0 Zombies
Level 1 Zombies
Level 2 Zombies
Shamble Forth
(concentrate, divine)Frequency once per round
Effect Each zombie controlled by Krant Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type).
Whispering Scythe
(divine)Trigger An undead controlled by Krant and within 20 feet of him is destroyed
Requirements Krant is holding his scythe
Effect Krant draws the creature's soul into his scythe. The next time he makes a scythe Strike, the soul is released and the Strike deals an extra 1d6 void damage. The scythe can hold only one soul at a time.
Divine Innate Spells (DC 21, +13 to hit)
Cantrips (2nd Level): Chill Touch, Daze, Divine Lance
1st Level: Fear, Harm, Ray of Enfeeblement
2nd Level: Silence, Sudden Blight
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.
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.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.