Herexen
Creature 2- Perception
- +8; darkvision
- Languages
- Common, Necril
- Skills
- Athletics +6, Deception +7, Religion +10, Stealth +6
- Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +3
- Items
- dagger, defiled religious symbol of pharasma (wooden)
- AC
- 17; Fort +5, Ref +8, Will +10
- HP
- 30, void healing; Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Final Blasphemy (divine, void) When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action Harm spell (DC 18 Fortitude).
The herexen is destroyed, so it doesn't gain any Hit Points from this use of harm, and it doesn't need to have any harm spells remaining to use this ability
Void Healing
- Speed
- 25 feet
Melee ◆ dagger +10 (agile, versatile s), Damage 1d6 + 4 piercing plus Heretic's Smite
Divine Prepared Spells DC 18, attack +10; 1st harm
Cleric Domain Spells DC 18, attack +10; 1st death's call
Heretic's Smite (divine) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 spirit damage to creatures with the holy trait.
Source: Pathfinder Monster Core