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From Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle, which isn't enabled.

Urdefhan Blood Mage (PFS 4-11)

CREATURE 8

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.


Perception +15; greater darkvision
Languages Aklo, Daemonic, Sakvroth
Skills Arcana +16, Athletics +16, Intimidation +16, Occultism +18, Religion +16
Str +4, Dex +2, Con +4, Int +6, Wis +3, Cha +2
Items Kukri
Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.


AC 26; Fort +18, Ref +14, Will +17
HP 140, void healing; Immunities death effects, disease, fear effects; Weaknesses vitality 10
Necrotic Decay (divine, void)

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 void damage to creatures in this area as their flesh curdles and rots as well (DC 24 basic Fortitude save).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 25 feet
Melee Kukri +16 (agile, trip), Damage 2d6+8 piercing
Melee Jaws +15 (unarmed), Damage 2d6+8 piercing plus Wicked Bite
Occult Spontaneous Spells DC 26, attack +18; 4th (4 slots) Confusion, Dimension Door, Phantasmal Killer, Suggestion; 3rd (4 slots) Haste, Levitate, Slow, Vampiric Touch; 2nd (4 slots) Dispel Magic, Ghoulish Cravings, Invisibility, Touch of Idiocy; 1st (4 slots) Bane, Fear, Grim Tendrils, Phantom Pain; Cantrips (8th) Chill Touch, Daze, Message, Shield, Telekinetic Projectile
Divine Innate Spells DC 26, attack +18; 3rd Paralyze; 2nd Death Knell; 1st Feather Fall (At Will) (Self Only), Ray of Enfeeblement
Blood Offering (occult, spellshape)
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 creature is Drained 1 and the urdefhan regains 10 healing HP (or, on a critical failure, it's Drained 2 and the urdefhan regains 20 healing HP).
  • Drain Vitality (necromancy) DC 26 Fortitude 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).
Pathfinder Society Scenario #4-11: Prisoners of the Electric CastleOGL