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Urkhas (5-6)Creature 5


RareSmallAberrationAirEvilFiendUnholy
Source Pathfinder Society Scenario #2-23: An Agent's Obligation
Perception +14 (darkvision)
Languages Aklo, Common
Skills Acrobatics +16, Deception +11, Intimidation +11, Stealth +14
Str -5, Dex +6, Con +0, Int +2, Wis +4, Cha +2

AC 24; Fort +9; Reflex +14; Will +12;
HP 40
Speed 0 feet (fly 50 feet)
Weaknesses Holy 6

Shock One Action +15 (+10, +5) to hit (electricity, magical, unholy) 2d6+4 Electricity

Glow (aura, light)

20 feet. Urkhas is itself naturally invisible, but glows with a violet light, casting bright light in the aura and making it visible.

Magic Immunity

Urkhas is immune to all spells except Faerie Fire, Revealing Light, Force Barrage, Quandary, and spells with the good trait.

Feed on Fear One Action (concentrate)

Requirements An enemy is being affected by a fear effect or Dying within 15 feet of the will-o'-wisp.


Effect Urkhas feeds on the creature's terror. It regains 1d6 healing Hit Points, and if it has Gone Dark, its glow reignites.

Urkhas can take this action only once per round.

Go Dark One Action (concentrate)

Urkhas extinguishes its glow, becoming Invisible. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the Urkhas only Hidden to all observers until it moves.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Aberration

Aberrations are creatures from beyond the planes or corruptions of the natural order.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

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.