Bloodless Vessel
System: Pathfinder | SRD
Bloodless Vessel
CR 12
Init +8
;
Senses darkvision 60 ft.; Listen +12, Spot +18
Defense
AC 24, touch 18, flat-footed 20 (+4 deflection, +4 Dex, +6 natural)
hp 123 (18d12+6)
Fort +6,
Ref +10,
Will +14
Immune undead immunities
Offense
Speed 30 ft.
Melee scythe +19 (2d4+13/19-20/x4) or slam +18 (1d6+9)
Ranged necrotic blast +14 ranged touch (5d6 negative energy damage)
Spell-Like Abilities (CL 10th)
Statistics
Str 28,,
Dex 19,,
Con —,,
Int 14,,
Wis 16,,
Cha 19
Base Atk +9
Feats Combat Reflexes , Improved Critical (scythe) , Improved Initiative , Improved Trip , Toughness , Weapon Focus (scythe)
Skills Climb +16, Concentration +14, Intimidate +18, Jump +19, Knowledge (arcana) +12, Knowledge (history) +15, Knowledge (religion) +10, Sense Motive +15, Spellcraft +10, Tumble +15
Languages Common and 1d4 other languages
SQ Host to Many
Special Abilities
Host to Many (Ex) A bloodless vessel is an undead creature, but it is host to many spirits. As such, it responds to turn attempts in an unusual manner. A successful turn attempt against the vessel drives away some of the inhabiting spirits for 1 minute (these flee visibly in the form of flying shadows, returning when the turn effect expires). This negates the vessel’s deflection bonus to armor class for the duration of the turning.
Spell-like Abilities (Sp) Between its undead nature and the diverse backgrounds of the spirits that comprise a vessel’s collective soul, a vessel has an unpredictable set of spell-like abilities. Some spread fear and disease, others focus on weakness and despair. Some have more in common with vampires, while others are more like ghouls. Choose one spell-like ability at each spell level from the following list; the vessel can cast up to 14 spell levels’ worth of these abilities per day. 1st level (save DC 15) cause fear , charm person , mage armor , ray of enfeeblement 2nd level (save DC 16) blindness/deafness , command undead , ghoul touch , invisibility 3rd level (save DC 17) dispel magic , gaseous form , ray of exhaustion , vampiric touch 4th level (save DC 18) confusion , contagion , crushing despair , enervation , fear 5th level (save DC 19) dominate person , feeblemind , nightmare , waves of fatigue Here are a few common combinations of powers. Commander: charm person , confusion , dispel magic , dominate person , invisibility Brawler: enervation , ghoul touch , mage armor , vampiric touch , waves of fatigue Terror: blindness/deafness , cause fear , fear , feeblemind , gaseous form
Quickness (Su) A vessel is supernaturally quick. It can take an extra standard action or move action during its turn each round. in combat, it normally uses this ability to make a second attack.
Necrotic Blast (Su) A vessel can fire a blast of negative energy once per round as a ranged touch attack (100-ft. range, 5d6 negative energy damage).
NE Medium undead