Urdefhan Death ScoutCreature 6
Source Pathfinder #165: Eyes of Empty Death
Perception +15 (greater darkvision)
Languages Aklo, Daemonic, Sakvroth
Skills Acrobatics +14, Athletics +12, Intimidation +11, Stealth +14, Thievery +14
Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha +1
AC 24; Fort +15; Reflex +16; Will +11;
HP 92 (void healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Vitality 5
Shauth Blade
+17 (+13, +9) to hit (agile, deadly d6, finesse) 1d6+4 Slashing + 1d6 BleedJaws
+16 (+11, +6) to hit (unarmed) 2d6+4 PiercingGreater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Necrotic Decay (divine, void)When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body.
This gas deals 6d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 23 fortitude save).
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.
Shauth BiteThe death scout deals an additional 1d6 bleed with shauth blades and can use their Wicked Bite through magical shauth weapon Strikes.
Sneak AttackThe death scout deals an extra 2d6 precision damage to Off-Guard creatures.
Wicked Bite
Requirements The urdefhan damaged a creature with a jaws Strike on its last action
Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.
- Drain Blood DC 24 fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 5 healing HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 10 healing HP).
- Drain Vitality (necromancy) DC 24 fortitude The urdefhan draws out some of the creature's vital essence. The creature becomes Enfeebled 1 for 1 hour on a failed save (or Enfeebled 2 for 1 hour on a critical failure).
Divine Innate Spells (DC 21, +13 to hit)
1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Death Knell, Invisibility (Self Only)
Death scouts train as spies and assassins for their cult. Other urdefhans scorn their stealthy methods, but none can argue with their results.
Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world's end.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UrdefhanUrdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.