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Kemnebi

Creature 21 (unique) — undead, unholy, vampire

Pre-Remaster content. May include legacy alignment.

ShadeFlankerLANDVERTICALundeadvampire

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

Perception +39; darkvision, thoughtsense 100 feet
Languages ancient-osiriani, common, kelish, necril, osiriani, vudrani; tongues
Skills acrobatics +35, arcana +43, athletics +33, crafting +41, deception +36, diplomacy +36, intimidation +36, Mechitar Lore +41, nature +41, occultism +41, performance +37, religion +43, Shadow Plane Lore +41, society +41, stealth +35
Str
+6
Dex
+8
Con
+7
Int
+10
Wis
+10
Cha
+8
Items Ring of Spell Turning, Wand of Widening (9th-Rank Spell), Religious Symbol of Urgathoa
AC 43 Fort +34 Ref +35 Will +41
HP 350 (fast healing 20, mental rebirth, void healing)
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 13
Speed 40 feet, climb 40 feet

Offense

Melee Claw (agile, finesse, magical, unarmed) +39, Damage 4d10+16 slashing plus Improved Grab, Vampire Vetalarana Manipulator Paralyzing Claws

Abilities

Thoughtsense (Precise) 100 feet (mental, occult) — Kemnebi senses all non-mindless creatures within 100 feet as a precise sense.
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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 SelfFrequency 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 ComatoseFrequency 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 BlowsFrequency 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
Arcane Prepared Spells DC 48, attack +40
9th Unspeakable Shadow
7th Plane Shift, Shadow Raid
6th Bound in Death, Phantasmal Calamity, Suffocate, Teleport
5th Shadow Siphon, Shadow Walk
4th Enervation, Fly, Telepathy
3rd Haste, Paralyze, Vampiric Touch
2nd Blur, Deafness, Invisibility
1st Animate Dead, Flense (×3), Grim Tendrils, Magic Aura, Magic Missile (×3), Ventriloquism
Cantrips (10th) Ancient Dust, Chill Touch, Ghost Sound, Produce Flame, Read Aura
Occult Innate Spells DC 48, attack +40
5th Tongues (Constant)
Divine Prepared Spells DC 48, attack +40
7th Eclipse Burst, Finger of Death
6th Blade Barrier, Spirit Blast (×3)
5th Blink Charge, Crushing Despair, Shadow Blast (×3), Spiritual Torrent
4th Dirge of Remembrance, Spell Immunity, Steal Voice
3rd Bind Undead, Chilling Darkness, Crisis of Faith, Dream Message, Heroism
2nd Blood Vendetta, Darkness, False Life, See Invisibility, Status
1st Alarm, Goblin Pox, Harm (×9), Ray of Enfeeblement
Cantrips (10th) Daze, Detect Magic, Divine Lance, Stabilize, Torturous Trauma
Divine Focus Spells DC 48, attack +40; 3 Focus Points
4th Enduring Might, Life Siphon
1st Athletic Rush, Call of the Grave

WORKS WELL WITH

CrasherLAND / VERTICALParalyzed and stupefied enemies from Kemnebi's mental effects make easy prey for the Crasher's finishing blows.
AnvilLAND / VERTICALAnvil keeps enemies engaged in melee while Kemnebi dominates them from range with paralyzing thoughts and mental effects.
SniperLAND / VERTICALKemnebi's paralysis and stupefaction create stationary debuffed targets ideal for the Sniper's precision shots.

PUNISHES

✖ low Will✖ low Fortitude✖ stealth reliance
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 #186: Ghost King's Rage.

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