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    Urdefhan

    This fanged humanoid has hideously transparent skin, revealing the vivid colors of internal organs and ivory bones inside its body.

    Urdefhan CR 3

    XP 800
    NE Medium outsider (native)
    Init 1; Senses darkvision 120 ft.; Perception +7

    DEFENSE

    AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 natural)
    hp 25 3d10+9
    Fort +6, Ref +4, Will +4
    Defensive Abilities negative energy affinity; DR 5/good or silver; Immune death effects (see below), disease, fear, level drain; Resist acid 10; SR 14

    OFFENSE

    Speed 30 ft.;
    Melee rhoka sword +8 (1d8+6/18–20), bite +2 (1d4+2 plus 2 Str) or bite +7 (1d4+4 plus 2 Str)
    Ranged composite longbow +4 (1d8+4/×3)
    Special Attacks blood drain (1 Con)
    Spell-Like Abilities (CL 3rd; concentration +5)

    At willfeather fall,
    3/dayalign weapon, death knell (DC 14), ray of enfeeblement (DC 13)

    STATISTICS

    Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 14
    Base Atk +3; CMB +7; CMD 18
    Feats Iron Will, Weapon Focus (rhoka sword)
    Skills Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Ride* +4, Sense Motive +7, Survival +7
    Languages Aklo, Undercommon
    SQ daemonic pact

    SPECIAL ABILITIES

    Daemonic Pact (Su)

    Urdefhans are infused with daemonic energy; as an immediate action, an urdefhan can attempt to allow this energy to consume its soul (50% chance of success per attempt). If it succeeds, the urdefhan dies and releases a 5-foot-radius burst of negative energy that deals 2d6 points of damage (DC 14 Reflex half). The save DC is Con-based.

    Strength Damage (Su)

    An urdefhan’s bite drains vitality, turning the skin and muscle around the wound transparent and causing 2 points of Strength damage unless the target succeeds on a DC 14 Fortitude save. The flesh remains transparent until the Strength damage is healed, but this does not have any other effects. The save DC is Constitution-based.

    * Editor's Note

    The Ride skill seems to be in error. As this creature gets 8 skill points per HD and invests in 8 skills, it would stand to reason that all 8 are maxed. Max ranks would be 3ranks+1dex+3class-1armor for a total of Ride +6. GMs are encouraged to use this corrected value.