HerexenCreature 2
Source Pathfinder Monster Core
Perception +8 (darkvision)
Languages Common, Necril
Skills Athletics +6, Deception +7, Religion +10, Stealth +6
Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +3
AC 17; Fort +5; Reflex +8; Will +10;
HP 30 (void healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Dagger
+10 (+6, +2) to hit (agile, versatile s) 1d6 + 4 PiercingFinal Blasphemy (divine, void)
When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action Harm spell (DC 18 fortitude).
The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability
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.
Heretic's Smite (divine)While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 spirit damage to creatures with the holy trait.
Divine Prepared Spells (DC 18, +10 to hit)
1st Level: Harm
1st Level: Death's Call
When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise.
Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are often formed from a blasphemous cult whose members practiced their heresy together in life and died together, though some gather independent herexens of the same former faith.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.