Fext
System: Pathfinder | SRD
Fext
CR 10
XP 9600
Init +4
;
Senses darkvision 60 ft.; Perception +20
Defense
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 natural, +2 shield)
hp 127 (15d8+60)
Fort +9,
Ref +9,
Will +11
DR 10/glass or obsidian
Immune cold, undead traits
Resist electricity 10, fire 10
SR 21
Offense
Speed 40 ft. (30 ft. in armor)
Melee +1 bastard sword +20/+15/+10 (1d10+8/17–20) or slam +18 (1d4+10 plus energy drain)
Special Attacks energy drain (1d4 levels, DC 21)
Spell-Like Abilities (CL 15th; concentration +19)
CMB +18
CMD 33
Statistics
Str 25,,
Dex 18,,
Con —,,
Int 13,,
Wis 15,,
Cha 18
Base Atk +11
Feats Cleave , Dodge , Great Cleave , Improved Critical (bastard sword) , Mobility , Power Attack , Spring Attack , Weapon Focus (bastard sword)
Skills Acrobatics +4, Disguise +15, Intimidate +20, Knowledge (engineering) +12, Knowledge (religion) +12, Perception +20, Sense Motive +9, Stealth +11
Languages Common, Infernal
SQ unkillable
Special Abilities
Unkillable (Su) When reduced to 0 hit points by anything other than a glass weapon or an obsidian weapon, a fext is not destroyed,but instead becomes unconscious. Additionally, 1d4 minutes after falling unconscious, a fext gains fast healing 1. To be completely destroyed, a fext must be reduced to 0 hit points by a glass or obsidian weapon, or once it is rendered unconscious, its head must be severed and anointed with holy water. Once destroyed, a fext dissolves into fine ash.
, Pathfinder #71: Rasputin Must Die! pg. 88