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Opkherab

Creature 3 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

SnareShadeLANDundeadunholy

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; darkvision, lifesense 30 feet
Languages chthonian, common
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 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Weaknesses holy 5
Speed 20 feet

Offense

Melee Fist (agile, finesse, unarmed) +12, Damage 1d6+4 bludgeoning plus Grab

Abilities

Lifesense 30 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.
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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.

WORKS WELL WITH

CrasherLANDA burst melee attacker finishes off a target that this creature has already grabbed and can no longer flee.
SniperLANDA ranged striker keeps damaging a drained, restrained target while it stays locked in the grab instead of chasing it.

PUNISHES

✖ low Fort✖ isolated targets✖ standing still
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 #181: Zombie Feast.

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