Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Variant bodak bank guard
Ability
Death Grip
(death, necromancy, occult) When Opkherab Grab a living creature, including a Grab to extend the effect on a grappled creature, he gains 3 temporary Hit Points, and the creature must succeed at a DC 17 Fortitude save or become drained 1. This increases the value of the creature's drained condition by 1, to a maximum of drained 4.
Ability
Draining Peek [Reaction]
Circumstance: Trigger: A living creature within 30 feet that Opkherab can perce
The target must attempt a DC 17 Fortitude save. If it fails, Opkherab regains 3 Hit Points, and the target becomes drained 1. Opkherab can't use Draining Peek for 1d4 rounds.
Ability
Key Conditioning
1 circumstance penalty to attacks against anyone holding one of the bank's keys.
Ability
Sunlight Vulnerability
If exposed to direct sunlight, Opkherab can't use actions with the death trait and becomes slowed 1. The slowed value increases by 1 each time Opkherab ends his turn in sunlight. If he loses all his actions this way, he is destroyed.
Ability
Zombie Spawn
(necromancy, occult) Any humanoid who dies while drained by Opkherab rises as an autonomous zombie 24 hours after their death. You might use this opportunity to allow the player to keep playing the same character, rebuilt with the zombie archetype.
Offense
Melee
Circumstance: combat round (melee)
fist +12 [+8/+4] (agile, finesse), Damage 1d6+4 bludgeoning plus Grab
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Abyssal
Common
Perception
darkvision
lifesense 30 feet
Weakness
good 5