Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Blood Mage)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Blood Mage)
Ability
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.
Ability
Divine Innate Spells
DC 26, attack +18; 3rd paralyze; 2nd death knell; 1st feather fall (at will; self only), ray of enfeeblement
Ability
Necrotic Decay
(divine, necromancy, negative) 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 8d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic Fortitude save).
Ability
Occult Spontaneous Spells
DC 26, attack +18; 4th call the blood, confusion, dimension door, phantasmal killer (4 slots); 3rd haste, levitate, slow, vampiric touch (4 slots); 2nd dispel magic, ghoulish cravings, invisibility, touch of idiocy (4 slots); 1st bane, fear, grim tendrils, phantom pain (4 slots); Cantrips (8th) chill touch, daze, message, shield, telekinetic projectile
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 26 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 10 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 20 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).
Offense
Melee
Circumstance: combat round (melee)
kukri +16 [+12/+8] (agile, trip), Damage 2d6+8 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects
disease
fear
Item
+1 striking kukri
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Death Scout)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Death Scout)
Ability
Divine Innate Spells
DC 21, attack +13; 4th invisibility (self only); 2nd death knell; 1st feather fall (at will; self only), ray of enfeeblement
Ability
Necrotic Decay
(divine, necromancy, negative) 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 6d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 23 basic Fortitude save).
Ability
Shauth Bite
The death scout deals an additional 1d6 persistent bleed damage with shauth blades and can use their Wicked Bite through magical shauth weapon Strikes.
Ability
Sneak Attack
The death scout deals an extra 2d6 precision damage to flat-footed creatures.
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 24 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
shauth blade +17 [+13/+9] (agile, deadly d6, finesse), Damage 1d6+4 slashing plus 1d6 persistent bleed and Wicked Bite
Offense
Ranged
Circumstance: combat round (ranged)
necrotic bomb +16 [+11/+6] (range increment 20 feet, splash), Damage 2d6 negative plus 2 negative splash damage (and sickened 2 on a critical hit)
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
death effects
disease
fear
Item
+1 shauth blade
leather armor
moderate necrotic bomb (3)
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Dominator)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Dominator)
Ability
Divine Innate Spells
DC 35, attack +29; 7th dimensional lock; 6th disintegrate, dominate (×2); 5th banishment, command, prying eye; 4th phantasmal killer (×2), read omens, spiritual weapon; 3rd harm (×2), paralyze (×2); 2nd darkness, death knell, false life, silence; 1st feather fall (self only), grim tendrils, ray of enfeeblement; Cantrips (7th) chill touch, divine lance, forbidding ward, telekinetic projectile
Ability
Eyes of the Enthralled
Circumstance: The urdefhan dominator has a creature dominated with its dominate
The urdefhan taps into the dominated creature's sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target's senses as a single action, which has the concentrate trait.
Ability
Necrotic Decay
(divine, necromancy, negative) 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 15d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 34 basic Fortitude save).
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 33 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
rhoka sword +26 [+21/+16] (fatal d10, magical, two-hand d12), Damage 2d8+10 slashing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects (except necrotic decay)
disease
fear
Item
+2 striking rhoka sword
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision
Weakness
positive 15

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan High Tormentor)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan High Tormentor)
Ability
Divine Innate Spells
DC 30, attack +22; 5th banishment, summon fiend (daemons only); 4th acid arrow, phantasmal killer, spiritual weapon; 3rd harm (×2), paralyze (×2); 2nd darkness, death knell, false life, silence; 1st feather fall (self only), grim tendrils, ray of enfeeblement (×2)
Ability
Divine Rituals
DC 30; 1st daemonic pact
Ability
Necrotic Decay
(divine, necromancy, negative) 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 negative damage to creatures in this area as their flesh curdles and rots as well (DC 29 basic Fortitude save).
Ability
Stoke the Fervent
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.
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 29 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
warhammer +21 [+16/+11] (magical, shove), Damage 2d8+11 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects (except necrotic decay)
disease
fear
Item
+1 striking warhammer
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision
Weakness
positive 10

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Hunter)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Hunter)
Ability
Deadly Aim
2 penalty. The urdefhan deals 4 additional damage with this Strike.
Ability
Divine Innate Spells
DC 29, attack +23; 4th death knell; 3rd feather fall (at will; self only), ray of enfeeblement
Ability
Double Shot
Circumstance: The urdefhan hunter is wielding a ranged weapon with reload 0;
The urdefhan hunter makes two Strikes with the required weapon at a single target. These Strikes both count toward the urdefhan's multiple attack penalty, but the penalty doesn't increase until both attacks are resolved.
Ability
Mounted Bow Expert
Urdefhan hunters can make composite longbow Strikes while mounted.
Ability
Necrotic Decay
(divine, necromancy, negative) 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 12d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 32 basic Fortitude save).
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 32 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
rhoka sword +24 [+19/+14] (fatal d10, magical, two-hand d12), Damage 2d8+10 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite longbow +26 [+21/+16] (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects (except necrotic decay)
disease
fear
Item
+1 striking composite longbow with 50 arrows
+1 striking rhoka sword
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision
Weakness
positive 12

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Lasher)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Lasher)
Ability
Constrict
1d8+7 slashing, DC 25
Ability
Divine Innate Spells
DC 22, attack +14; 3rd paralyze; 2nd death knell; 1st feather fall (at will; self only), ray of enfeeblement
Ability
Necrotic Decay
(divine, necromancy, negative) 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 7d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic Fortitude save).
Ability
Shauth Seize
The lasher gains the Grab ability with a shauth lash and can use their Wicked Bite through magical shauth weapon Strikes.
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 25 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. Drain Blood The urdefhan drinks some of the creature's blood. On a failed save, the creature is drained 1 and the urdefhan regains 10 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 20 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).
Offense
Melee
Circumstance: combat round (melee)
shauth lash +18 [+13/+8] (deadly d8, trip), Damage 2d8+7 slashing plus Grab and Wicked Bite
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects
disease
fear
Item
+1 striking shauth lash
chain shirt
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Tormentor)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Tormentor)
Ability
Divine Innate Spells
DC 23, attack +15; 3rd harm, paralyze; 2nd darkness, death knell, false life, harm; 1st feather fall (self only), grim tendrils, harm, ray of enfeeblement
Ability
Necrotic Decay
(divine, necromancy, negative) 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 5d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 21 basic Fortitude save).
Ability
Rituals
DC 23; 1st daemonic pact
Ability
Stoke the Fervent
1 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.
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 22 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
warhammer +12 [+7/+2] (shove), Damage 1d8+5 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects
disease
fear
Item
warhammer
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision
Weakness
positive 5

Actions/Abilities/Traits:
(Pathfinder 2e) (Urdefhan Warrior)
Actions/Abilities/Traits: (Pathfinder 2e) (Urdefhan Warrior)
Ability
Attack of Opportunity [Reaction]
Ability
Divine Innate Spells
DC 17, attack +9; 2nd death knell; 1st feather fall (at will; self only), ray of enfeeblement
Ability
Necrotic Decay
(divine, necromancy, negative) 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 3d6 negative damage to creatures in this area as their flesh curdles and rots as well (DC 17 basic Fortitude save).
Ability
Ravenous Attack
The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks.
Ability
Wicked Bite
Circumstance: The urdefhan damaged a creature with a jaws Strike on its last ac
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 DC 20 Fortitude save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both. 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 HP (or, on a critical failure, it's drained 2 and the urdefhan regains 10 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).
Offense
Melee
Circumstance: combat round (melee)
rhoka sword +12 [+7/+2] (deadly 1d8, two-hand 1d10), Damage 1d8+6 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite longbow +10 [+5/+0] (deadly 1d10, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Urdefhan
Urdefhans are humanoids who have pacts with daemons, have transparent skin, and drink blood.
Immunity
death effects
disease
fear
Item
composite longbow (20 arrows)
rhoka sword
studded leather armor
Language
Aklo
Daemonic
Undercommon
Perception
greater darkvision
Weakness
positive 5