Kemnebi

Level 21
Creature· evilUniqueMediumLegacy
AC
43
HP
350
Speed
40 ft.
Perception
+39
Fort
+34
Ref
+35
Will
+41
Immunities death-effects, disease, paralyzed, poison, sleep
Resistances mental 13
Languages ancient-osiriani, common, kelish, necril, osiriani, vudrani
Senses darkvision, thoughtsense 100 ft.
Skills arcana +43, religion +43, crafting +41, nature +41, occultism +41, society +41, performance +37, deception +36, diplomacy +36, intimidation +36, acrobatics +35, stealth +35, athletics +33
Other Speeds climb 40 ft.
Recall Knowledge DC 52 (religion)

Attacks

Melee Claw +39 (agile, finesse, magical, unarmed), Damage 4d10+16 slashing

Abilities

Thoughtsense (Precise) 100 feetinteraction

Kemnebi senses all non-mindless creatures within 100 feet as a precise sense.

Fast Healing 20
Enlightened Mind

Whenever Kemnebi is targeted by a mental effect, that effect's source or caster must succeed at a DC 5 flat. If this check fails, the mental effect doesn't affect Kemnebi.

Mental Rebirth

Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed,

Vetalarana Vulnerabilities

All vetalaranas possess the following weaknesses.

  • Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth.
  • Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voic
Center Self

Frequency once per round


Effect Kemnebi regains 1 Focus Point. If he's stupefied, he reduces the value of his stupefied condition by one. If Kemnebi is affected by a mental effect or spell, Kemnebi attempts to counteract that effect or spell with a counteract modifier.

Control Comatose

Frequency once per day


Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the Possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control

Deflect Attack

Requirements Kemnebi is aware of the attack, isn't Off-Guard, and has a hand free

Trigger Kemnebi is the target of a physical ranged attack or ranged spell attack


Effect Kemnebi gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, Kemnebi has deflected it. He can't use this reaction to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).

Drain Thoughts

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Kemnebi's reach


Effect Kemnebi seizes a creature and consumes its memories. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Stupefied 2 and Kemnebi regains 35[healing] HP, gaining any excess HP as temporary Hit Points. Draining Thoughts from a creature that's already stupefied doesn't restore a

Flurry of Blows

Frequency once per round


Effect Kemnebi makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Kemnebi applies his multiple attack penalty to the Strikes normally.

Paralyzing Claws

Any living, non-mindless creature hit by Kemnebi's claw Strike must succeed at a DC 36 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Improved Grab