Urdefhan LasherCreature 7
Source Pathfinder #165: Eyes of Empty Death
Perception +16 (greater darkvision)
Languages Aklo, Daemonic, Sakvroth
Skills Athletics +17, Intimidation +13, Religion +14, Survival +14
Str +5, Dex +3, Con +4, Int +0, Wis +3, Cha +2
AC 24; Fort +17; Reflex +14; Will +16;
HP 120 (void healing)
Speed 25 feet
Immunities death effects, disease, fear effects
Weaknesses Vitality 5
Shauth Lash
+18 (+13, +8) to hit (deadly d8, trip) 2d8+7 SlashingJaws
+17 (+12, +7) to hit (unarmed) 2d6+7 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 7d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 24 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.
Constrict
(1d8+7) slashing damage, DC 25 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Shauth SeizeThe lasher gains the Grab ability with a shauth lash and can use their Wicked Bite through magical shauth weapon Strikes.
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 25 fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 10 healing HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 20 healing HP).
- Drain Vitality (necromancy) DC 25 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).

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Divine Innate Spells (DC 22, +14 to hit)
1st Level: Feather Fall (At Will) (Self Only), Ray of Enfeeblement
2nd Level: Death Knell
3rd Level: Paralyze
Trained from a young age with the strange and powerful shauth lashes, urdefhan lashers would rather die than retreat from combat.
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.