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OpkherabCreature 3


UniqueMediumChaoticEvilUndeadUnholy
Source Pathfinder #181: Zombie Feast
Perception +10 (darkvision, lifesense (precise) 30 feet)
Languages Chthonian, Common
Skills Acrobatics +10, Athletics +8, Intimidation +11, Stealth +10
Str +3, Dex +1, Con +1, Int -3, Wis +3, Cha +2

AC 19; Fort +6; Reflex +9; Will +12;
HP 50 (void healing)
Speed 20 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Holy 5

Fist One Action +12 (+8, +4) to hit (agile, finesse, unarmed) 1d6+4 Bludgeoning

Lifesense 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Draining Peek Reaction (death, occult, visual)

Trigger A living creature within 30 feet that Opkherab can perceive with his lifesense starts its turn


Effect The target must attempt a DC 17 fortitude save. If it fails, Opkherab regains 3 healing Hit Points, and the target becomes Drained 1. Opkherab can't use Draining Peek for 1d4 rounds.

Key Conditioning

Opkherab has a -1 circumstance penalty to attacks against anyone holding one of the bank's keys.

Sunlight Vulnerability (death)

If exposed to direct sunlight, Opkherab can't use actions with the death trait and it becomes Slowed 1. The slowed value increases by 1 each time Opkherab ends its turn in sunlight. If Opkherab loses all its actions this way, he is destroyed.

Void 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.

Death Grip (death, occult)

When Opkherab Grabs a living creature, including a Grab to extend the effect on a grabbed creature, he gains 3 temporary Hit Points, and the creature must succeed at a DC 17 fortitude save or become Drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4.

Zombie Spawn (occult)

Any humanoid who dies while drained by Opkherab rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype.


When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life-the bodak.

The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor.

Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats-an assault that often leads to the victims rising as newly formed bodaks themselves.


Traits

Unique

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.

Undead

Once 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.

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.