Urdefhan Blood Mage (PFS 4-11)

Level 8
Creature· evilUncommonMediumLegacy
AC
26
HP
140
Speed
25 ft.
Perception
+15
Fort
+18
Ref
+14
Will
+17
Immunities death-effects, disease, fear-effects
Weaknesses vitality 10
Languages aklo, daemonic, sakvroth
Senses greater-darkvision
Skills occultism +18, arcana +16, athletics +16, intimidation +16, religion +16
Recall Knowledge DC 26 (society)

Attacks

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

Abilities

Greater Darkvisioninteraction
Necrotic Decay

When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot area 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
Blood Offering

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 Bite

Requirements The urdefhan damaged a creature with a jaws Strike on its last action


Effect The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.

  • Drain Blood DC 26 fortitude The urdefhan drinks some of the creature's blood. On a failed save, the

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.