Opkherab
Creature 3 (unique) — undead, unholy
Pre-Remaster content. May include legacy alignment.
When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life-the bodak. The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsi
Source: blood-lords-bestiary (Pre-Remaster)
Perception +10
Skills acrobatics +10, athletics +8, intimidation +11, stealth +10
Str
+3
Dex
+1
Con
+1
Int
-3
Wis
+3
Cha
+2
AC 19
Fort +6
Ref +9
Will +12
HP 50
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses holy 5
Speed 20 feet
Offense
Melee Fist +12, Damage 1d6+4 bludgeoning
Abilities
Lifesense 30 feet — Lifesense
Draining Peek (death, occult, visual) —
Key Conditioning — Opkherab has a -1 circumstance penalty to attacks against anyone holding one of the bank's keys.
Sunlight Vulnerability (death) — If exposed to direct sunlight, Opkherab can't use actions with the death trait and it becomes Slowed 1. The slowed value increases by 1 each time Opkherab ends its turn in sunlight. If Opkherab loses all its actions this way, he is destroyed.
Void Healing — Negative Healing
Death Grip (death, occult) — When Opkherab Grabs a living creature, including a Grab to extend the effect on a grabbed creature, he gains 3 temporary Hit Points, and the creature must succeed at a DC 17 Fortitude save or become Drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4.
Zombie Spawn (occult) — Any humanoid who dies while drained by Opkherab rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype.
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