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Kemnebi

Creature 21 (unique) — undead, unholy, vampire

Pre-Remaster content. May include legacy alignment.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +39
Skills acrobatics +35, arcana +43, athletics +33, crafting +41, deception +36, diplomacy +36, intimidation +36, nature +41, occultism +41, performance +37, religion +43, society +41, stealth +35
Str
+6
Dex
+8
Con
+7
Int
+10
Wis
+10
Cha
+8
AC 43 Fort +34 Ref +35 Will +41
HP 350
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 13
Speed 40 feet, climb 40 feet

Offense

Melee Claw +39, Damage 4d10+16 slashing

Abilities

Thoughtsense (Precise) 100 feet (mental, occult) — Kemnebi senses all non-mindless creatures within 100 feet as a precise sense.
Fast Healing 20 — Fast Healing
Enlightened Mind — Whenever Kemnebi is targeted by a mental effect, that effect's source or caster must succeed at a DC 5 Flat. If this check fails, the mental effect doesn't affect Kemnebi.
Mental Rebirth (curse, incapacitation, mental, occult) — Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts. After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.
Vetalarana Vulnerabilities — All vetalaranas possess the following weaknesses. Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth. Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the Fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth.
Center Self — Frequency once per round Effect Kemnebi regains 1 Focus Point. If he's stupefied, he reduces the value of his stupefied condition by one. If Kemnebi is affected by a mental effect or spell, Kemnebi attempts to counteract that effect or spell with a +33 counteract modifier.
Control Comatose — Frequency once per day Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the Possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose. As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and Unconscious conditions are temporarily suppressed.
Deflect Attack
Drain Thoughts (occult) — A victim's stupefied condition value decreases by 1 every week. A victim who becomes Stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as Kemnebi lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.
Flurry of Blows — Frequency once per round Effect Kemnebi makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Kemnebi applies his multiple attack penalty to the Strikes normally.
Paralyzing Claws (incapacitation, magical, occult) — Any living, non-mindless creature hit by Kemnebi's claw Strike must succeed at a DC 36 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Improved Grab — Improved Grab

Spells

Unspeakable Shadow (rank 9)
Eclipse Burst (rank 7)
Finger of Death (rank 7)
Plane Shift (rank 7)
Shadow Raid (rank 7)
Blade Barrier (rank 6)
Bound in Death (rank 6)
Phantasmal Calamity (rank 6)
Spirit Blast (rank 6)
Suffocate (rank 6)
Teleport (rank 6)
Blink Charge (rank 5)
Crushing Despair (rank 5)
Shadow Blast (rank 5)
Shadow Siphon (rank 5)
Shadow Walk (rank 5)
Spiritual Torrent (rank 5)
Tongues (Constant) (rank 5)
Dirge of Remembrance (rank 4)
Enduring Might (rank 4)
Enervation (rank 4)
Fly (rank 4)
Life Siphon (rank 4)
Spell Immunity (rank 4)
Steal Voice (rank 4)
Telepathy (rank 4)
Bind Undead (rank 3)
Chilling Darkness (rank 3)
Crisis of Faith (rank 3)
Dream Message (rank 3)
Haste (rank 3)
Heroism (rank 3)
Paralyze (rank 3)
Vampiric Touch (rank 3)
Blood Vendetta (rank 2)
Blur (rank 2)
Create Undead (Doesn't Require Secondary Casters) (rank 2)
Darkness (rank 2)
Deafness (rank 2)
False Life (rank 2)
Invisibility (rank 2)
See Invisibility (rank 2)
Status (rank 2)
Alarm (rank 1)
Ancient Dust (rank 1)
Animate Dead (rank 1)
Athletic Rush (rank 1)
Call of the Grave (rank 1)
Chill Touch (rank 1)
Daze (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)
Flense (rank 1)
Ghost Sound (rank 1)
Goblin Pox (rank 1)
Grim Tendrils (rank 1)
Harm (rank 1)
Magic Aura (rank 1)
Magic Missile (rank 1)
Produce Flame (rank 1)
Ray of Enfeeblement (rank 1)
Read Aura (rank 1)
Stabilize (rank 1)
Torturous Trauma (rank 1)
Ventriloquism (rank 1)

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