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Frefferth

Creature 9 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDundeadunholy

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +18; lifesense 60 feet
Languages common, necril
Skills athletics +21, intimidation +23, stealth +16, survival +17
Str
+6
Dex
+3
Con
+3
Int
+3
Wis
+4
Cha
+6
Items Alietta (+1 Striking Bastard Sword), +1 Spear (3), Full Plate
AC 30 Fort +14 Ref +16 Will +19
HP 125 (fast healing 8)
Immunities bleed, death-effects, disease, fear-effects, paralyzed, poison, unconscious
Weaknesses holy 10
Speed 20 feet

Offense

Melee Alietta (magical, two-hand-d12) +21, Damage 2d8+12 slashing plus Head Hunter
Ranged Spear (magical, thrown-20) +20, Damage 1d6+12 piercing
Ranged Spear (magical, thrown-20) +19, Damage 1d6+12 piercing plus Impaler

Abilities

Lifesense 60 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.
Fast Healing 8 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Attack of Opportunity
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 25 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
Rejuvenation (divine) — When Frefferth is destroyed, his body and items dissipate into shadowy nothingness and the knight re-forms after 1d4 days within the sarcophagus in area D12, fully healed.

Frefferth can be trapped only by returning the Chain of the Stilled Spirit to the sarcophagus (see areas D12 and D34), in which case Frefferth's body dissipates, leaving his items in the spot where he was last slain.
Head Hunter — Any slashing weapon a dullahan wields becomes Keen, and any hatchet it wields becomes Returning.

If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target.

These effects remain only while the dullahan holds the weapon.
Impaler — Whenever Frefferth damages a creature with a critical hit using a ranged piercing weapon, the weapon remains impaled in the victim's body.

The victim becomes Clumsy 1 as long as they are impaled; the impaling weapon can be removed by the affected creature or an adjacent ally as a 2-action activity that has the manipulate trait.
Reap — Frefferth removes the head of a dead creature within reach.

Each creature within the area of Frefferth's frightful presence must attempt a new save, even if they are temporarily immune.
Summon Steed (occult) — Frefferth summons a Nightmare.

This steed remains until it is slain, Frefferth Dismisses it, or Frefferth summons another steed.

WORKS WELL WITH

SniperLANDA ranged ally keeps dealing damage while this knight locks the melee line and punishes any attempt to withdraw.
SnareLANDA controller keeps targets adjacent so this knight's Reactive Strike lands more often.
WeaverLANDAn extra debuffer stacks with the fear aura, compounding the pressure on low-Will targets.

PUNISHES

✖ low Will saves✖ disengaging from melee✖ clumping
Avoid pairing with another Anvil; redundant frontline tanking wastes action economy without adding pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #158: Sixty Feet Under.

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