Urdefhan High Tormentor
Creature 10 — humanoid, urdefhan
Pre-Remaster content. May include legacy alignment.
An urdefhan cult's best tormentors can advance to become truly formidable daemon summoners. Urdefhans believe themselves to be spawn of the First Horseman of the Apocalypse, who planted them on the Material Plane to serve as harbingers of the end times. These warmongering humanoids live in groups called cults in the Darklands vaults of Orv The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Hors
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +22
Skills acrobatics +18, crafting +19, intimidation +21, occultism +22, religion +22
Str
+5
Dex
+2
Con
+3
Int
+1
Wis
+6
Cha
+3
AC 30
Fort +19
Ref +16
Will +22
HP 195
Immunities disease, fear-effects
Weaknesses vitality 10
Speed 25 feet
Offense
Melee Warhammer +21, Damage 2d8+11 bludgeoning
Melee Jaws +21, Damage 3d6+11 piercing
Abilities
Greater Darkvision — Greater Darkvision
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 10d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 29 Fortitude save).
Void Healing — Negative Healing
Stoke the Fervent (auditory, divine, emotion, mental) — Frequency once per day
Effect The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +4 status bonus to attack rolls and damage rolls, a +2 status bonus to saving throws, and takes a -2 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air).
This lasts for 2d4 rounds.
Wicked Bite — Drain Blood 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) 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).
Spells
Banishment (rank 5)
Summon Fiend (Daemons Only) (rank 5)
Phantasmal Killer (rank 4)
Paralyze (rank 3)
Acid Arrow (rank 2)
Darkness (rank 2)
Death Knell (rank 2)
False Life (rank 2)
Silence (rank 2)
Spiritual Weapon (rank 2)
Daemonic Pact (rank 1)
Feather Fall (Self Only) (rank 1)
Grim Tendrils (rank 1)
Harm (rank 1)
Ray of Enfeeblement (rank 1)
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