Urdefhan Death Scout
Creature 6 — humanoid, urdefhan
Pre-Remaster content. May include legacy alignment.
FlankerLANDurdefhan
Death scouts train as spies and assassins for their cult. Other urdefhans scorn their stealthy methods, but none can argue with their results. 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 acrobatics +14, athletics +12, intimidation +11, stealth +14, thievery +14
Str
+2
Dex
+4
Con
+3
Int
+0
Wis
+3
Cha
+1
Items Necrotic Bomb (Moderate) (3), Shauth Blade, Leather Armor
AC 24
Fort +15
Ref +16
Will +11
HP 92 (void healing)
Immunities death-effects, disease, fear-effects
Weaknesses vitality 5
Speed 25 feet
Offense
Melee Shauth Blade (agile, deadly-d6, finesse) +17, Damage 1d6+4 slashing plus 1d6 bleed plus Wicked Bite
Melee Jaws (unarmed) +16, Damage 2d6+4 piercing plus Wicked Bite
Ranged Necrotic Bomb (splash) +16, range increment 20 feet, Damage 2d6 void plus 2 void
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 6d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 23 Fortitude save).
This gas deals 6d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 23 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.
Shauth Bite — The death scout deals an additional 1d6 bleed with shauth blades and can use their Wicked Bite through magical shauth weapon Strikes.
Sneak Attack — The death scout deals an extra 2d6 precision damage to Off-Guard creatures.
Wicked Bite — Drain Blood DC 24 Fortitude The urdefhan drinks some of the creature's blood. On a failed save, the creature is Drained 1 and the urdefhan regains 5 healing HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 10 healing HP).
Drain Vitality (necromancy) DC 24 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).
Drain Vitality (necromancy) DC 24 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).
Divine Innate Spells DC 21, attack +13
2nd Death Knell, Invisibility (Self Only)
1st Feather Fall (At Will) (Self Only), Ray of Enfeeblement
WORKS WELL WITH
AnvilLANDThe anvil locks enemies in a static engagement, guaranteeing the death scout consistent flanking angles for sneak attack without exposing itself.
WeaverLANDThe weaver repositions enemies into flanking positions, setting up the death scout's precision damage and bleed without requiring the scout to reposition through danger.
CrasherLANDThe crasher knocks enemies off-guard through forced movement, creating immediate sneak-attack windows for the death scout to exploit.
PUNISHES
✖ clumping✖ fear✖ disease✖ death effects
Works well with · Punishes · Pairing advice
Unlock with Tactics
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