Hooded Harbinger
System: Pathfinder | SRD
Hooded Harbinger
CR 12
XP 19200
Init +8
;
Senses darkvision 60 ft., see invisibility ; Perception +21
Defense
AC 27, touch 17, flat-footed 23 (+4 Dex, +10 natural, +3 profane)
hp 161 (17d8+85)
Fort +12,
Ref +11,
Will +13
DR 10/lawful and slashing
Immune death effects, mind-affecting effects, poison
Resist cold 10
SR 23
Offense
Speed 30 ft.
Melee 2 slams +20 (2d6+8/19–20 plus trip) or melee touch +20 (bloodless touch)
Space 5 ft.,
;
Reach 10 ft.
Special Attacks channel negative energy 3/day (DC 21, command undead only), manifest Yellow Sign, prophetic utterance
Spell-Like Abilities (CL 15th, concentration +18)
Aura profane reek (DC 21), unnatural aura (30 ft.)
CMB +20
CMD 34
Statistics
Str 26,,
Dex 18,,
Con 21,,
Int 16,,
Wis 13,,
Cha 17
Base Atk +12
Feats Bleeding Critical , Combat Casting , Combat Reflexes , Command Undead B , Critical Focus , Great Fortitude , Improved Critical (slam) , Improved Initiative , Iron Will , Lightning Reflexes
Skills Acrobatics +24, Climb +28, Escape Artist +24, Intimidate +31, Knowledge (religion) +27, Perception +21, Stealth +24
Languages Aklo, Common; telepathy 100 ft., tongues
SQ terrible visage
Special Abilities
Bloodless Touch (Ex) When a hooded harbinger makes a melee touch attack, its target must attempt a DC 23 Fortitude save. If the save is successful, the victim takes 2d6+8 points of damage and is wracked by pain for 1 round, gaining the staggered condition. It is thereafter immune to that hooded harbinger’s bloodless touch for 1 day. On a failed save, the portion of the victim’s body that is touched begins to swell and turn purplishblack as the blood flow to it is restricted. This effect deals 4d6+12 points of damage per round and the victim gains the staggered and sickened conditions from the intense pain. After 1d4 rounds, the victim can attempt a new saving throw each round to try and end the effect. The effect can be ended sooner by a heal spell or a successful DC 23 Heal check. The Heal check requires a precise incision to the affected flesh, and consequently deals 2d6 points of bleed damage to the victim as the pressure of the entrapped blood flow is released. Once a victim has been affected by a bloodless touch, it can’t be affected by another until the effects of the first one have ended. If the effects are ended by a successful save, then that individual is immune to further bloodless touch attacks by that hooded harbinger for 1 day. The bloodless touch attack of a hooded harbinger affects only living creatures with recognizable physiology and a blood supply. Undead, oozes, most constructs, and creatures that are not subject to precision damage are immune to bloodless touch. The save DC is Constitution-based.
Manifest Yellow Sign (Sp) Once per day, a hooded harbinger can trace a mystical pattern in the air, causing a glowing, immaterial image of the Yellow Sign to appear before it. This image remains in place for 1d4 minutes. Any creatures within 100 feet who is able to see the sign (it glows as per light ) must succeed at a DC 23 Will save or be confused for as long as the sign persists. The sign can be erased with dispel chaos , dispel evil , dispel magic , or erase with a successful DC 26 caster level check. Anyone under the effects of the Yellow Sign will not act against the hooded harbinger in any way, though that does not mean that they will follow its commands. The save DC is Charisma-based and includes a +2 racial bonus. This is a mind-affecting compulsion effect.
Profane Reek (Su) The musty, carrion stench wafting from the foul folds of a hooded harbinger’s rags extends in a 5-foot radius, creating an aura of obscene influence around the creature. This terrible smell gives a hooded harbinger a profane bonus to its AC equal to its Charisma modifier. In addition, any breathing creature that enters this cloud must succeed at a DC 21 Fortitude save or be affected as though under the mental effects of a mind fog spell for as long as it remains within the profane reek’s area of effect and for 2d4 rounds after it leaves. A creature that succeeds at its save is immune to the mind fog effect of that hooded harbinger’s profane reek for 1 day. The save DC is Charisma-based.
Prophetic Utterance (Su) Three times per day as an immediate action, a hooded harbinger can mutter a prophetic utterance against any single creature within 100 feet that has just dealt damage to it. This mutter is unintelligible to anyone but the target, which hears the utterance as a telepathic message pronouncing its doom. The target is immediately affected by a doom spell (no save) for the next hour or until the utterance is successfully dispelled (requiring a successful DC 26 caster level check).
Terrible Visage (Su) A hooded harbinger never reveals its face. Only if slain or rendered helpless can anyone attempt to remove the hood and reveal the harbinger’s true visage. However, as layers of the stinking, rotten wrappings around its face are peeled back or cut away, new layers are found beneath. These many filth-crusted layers can be removed only with 1d4+2 rounds of effort. If they are successfully removed, only those adjacent to the creature can see the revealed countenance and anyone able to do so must succeed at a DC 21 Will save or be affected by an insanity spell. Those who succeed at their saves are unaffected, as their minds mercifully erase the image from their memories. Those cured of the insanity receive the same relief. Immediately after the hooded harbinger’s face is revealed, its body explodes in a massive flash of light and concussive force that completely obliterates all evidence of it. Anyone within 10 feet of the corpse when it explodes takes 6d10 points of force damage (Reflex DC 23 half) and must attempt two DC 23 Fortitude saves, one against blindness and one against deafness (both as per blindness/deafness ). The save DC to resist the insanity effect is Charisma-based, and the save DCs to resist the explosion’s effects are Constitution-based.