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Veiled Necromancer (Urdefhan Necromancer 11)

An elegant leather gown, skull-shaped studs, and a silken veil conceal much of this humanoid’s transparent flesh.

Veiled Necromancer CR 12

XP 19,200
Urdefhan necromancer 11
NE Medium outsider (native)
Init +3; Senses darkvision 120 ft.; Perception +11

DEFENSE

AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +3 Dex, +2 natural)
hp 108 (14 HD; 11d6+3d10+53)
Fort +13, Ref +11, Will +14
DR 5/good or silver; Immune death effects, disease, fear, level drain; Resist acid 10; SR 23

OFFENSE

Speed 30 ft.
Melee mwk dagger +12/+7 (1d4+3/19–20), bite +6 (1d4+1)
Special Attacks blood drain (1 Con), Strength damage
Spell-Like Abilities (CL 3rd; concentration +6)

At willfeather fall
3/dayalign weapon, death knell (DC 16), ray of enfeeblement (DC 16)

Arcane School Spell-Like Abilities (CL 3rd; concentration +6)

8/day—grave touch (5 rounds)

Necromancer Spells Prepared (CL 11th; concentration +16)

6theyebite (DC 23), globe of invulnerability
5thcloudkill (DC 20), magic jar (DC 22), suffocation (DC 22), teleport
4thbestow curse (DC 21), enervation (2), shadow projection, reach vampiric touch
3rddispel magic, reach ghoul touch (DC 19), ray of exhaustion (DC 20), slow (DC 18), vampiric touch (2)
2ndcommand undead (DC 19), false life (2), ghoul touch (DC 19), shatter (DC 17), web (DC 17)
1stcause fear (DC 18), detect undead, expeditious excavation, expeditious retreat, protection from good, shield, reach touch of fatigue (DC 17)
0 (at will)bleed (DC 17), detect magic, read magic, touch of fatigue (DC 17)

Opposition Schools Enchantment, Illusion

STATISTICS

Str 17, Dex 16, Con 17, Int 20, Wis 15, Cha 16
Base Atk +8; CMB +11; CMD 26
Feats Arcane Armor Training, Combat Casting, Craft Wand, Great Fortitude, Greater Spell Focus (necromancy), Improved Channel, Iron Will, Reach Spell, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Skills Bluff +13, Intimidate +14, Knowledge (arcana, dungeoneering, planes, religion) +20, Linguistics +18, Perception +11, Sense Motive +12, Spellcraft +22, Stealth +16
Languages Aboleth, Abyssal, Aklo, Common, Dark Folk, Dwarven, Elven, Gnome, Goblin, Infernal, Orc, Undercommon, +4 languages
SQ arcane bond (ring of protection +2), daemonic pact, life sight 10 ft. (11 rounds/day), power over undead
Combat Gear scroll of summon monster V, wand of dimension door (22 charges); Other Gear +1 spell storing studded leather, mwk dagger, cloak of resistance +2, ring of protection +2, spellbook (contains all prepared spells, plus animate dead, create undead, six 1st-level, four 2nd-level, three 3rd-level, three 4th-level, and two 5th-level spells of the GM’s choice), 20 onyx gems (50 gp each)

ABOUT

In their philosophy on life’s futility, urdefhans see being raised as an undead as a suitable punishment for enemies since it wrenches their souls from the sweet oblivion that awaits them beyond and forces their continued suffering on the Material Plane. Necromancers flourish among urdefhans, serving as jailers, mercenaries, and labor contractors.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.