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Urdefhan Blood Mage

Creature 8 (uncommon) — humanoid, urdefhan

Pre-Remaster content. May include legacy alignment.

WeaverAnvilLAND

Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons. Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world's end.

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +15; greater-darkvision
Languages aklo, daemonic, sakvroth
Skills arcana +16, athletics +16, intimidation +16, occultism +18, religion +16
Str
+4
Dex
+2
Con
+4
Int
+6
Wis
+3
Cha
+2
Items Kukri
AC 26 Fort +18 Ref +14 Will +17
HP 140 (void healing)
Immunities death-effects, disease, fear-effects
Weaknesses vitality 10
Speed 25 feet

Offense

Melee Kukri (agile, trip) +16, Damage 2d6+8 piercing
Melee Jaws (unarmed) +15, Damage 2d6+8 piercing plus Wicked Bite

Abilities

Greater Darkvision — A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.
Necrotic Decay (divine, void) — When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body.

This gas deals 8d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 24 Fortitude save).
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.
Blood Offering (occult, spellshape) — Frequency once per round

Effect The blood mage cuts themself and takes 8 slashing damage. If the blood mage's next action is to Cast a Spell, the action can't be disrupted, and if the spell has a range, the blood mage can increase that spell's range by 30 feet.
Wicked BiteDrain Blood DC 26 Fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 10 healing HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 20 healing HP).

Drain Vitality (necromancy) DC 26 Fortitude The urdefhan draws out some of the creature's vital essence. The creature becomes Enfeebled 1 for 1 hour on a failed save (or Enfeebled 2 for 1 hour on a critical failure).
Occult Spontaneous Spells DC 26, attack +18
4th Call The Blood, Confusion, Dimension Door, Phantasmal Killer
3rd Haste, Levitate, Slow, Vampiric Touch
2nd Dispel Magic, Ghoulish Cravings, Invisibility, Touch of Idiocy
1st Bane, Fear, Grim Tendrils, Phantom Pain
Cantrips (4th) Chill Touch, Daze, Message, Shield, Telekinetic Projectile
Divine Innate Spells DC 26, attack +18
3rd Paralyze
2nd Death Knell
1st Feather Fall (At Will) (Self Only), Ray of Enfeeblement

WORKS WELL WITH

FlankerLANDexploits drained and debuffed foes that this caster sets up with occult and divine magic
CrasherLANDfinishes off enemies weakened by void damage and drained condition
SniperLANDpicks off targets from safety while this durable caster holds mid-line attention

PUNISHES

✖ clumping✖ disruption tactics✖ low Fortitude
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 #165: Eyes of Empty Death.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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