Kemnebi

Level 21
Creature· evilUniqueMediumLegacy
AC 43
HP 350 (fast healing 20, mental rebirth, void healing)
Speed 40 ft.
Fort +34
Ref +35
Will +41
Perc +39
Size Medium
Unique
Immunities death effects, disease, paralyzed, poison, sleep
Resistances mental 13
Languages ancient-osiriani, common, kelish, necril, osiriani, vudrani
Senses darkvision, thoughtsense 100 ft.
Speeds 40 ft., climb 40 ft.
Skills arcana +43, religion +43, crafting +41, nature +41, occultism +41, society +41, performance +37, deception +36, diplomacy +36, intimidation +36, acrobatics +35, stealth +35, athletics +33
Recall Knowledge religion DC 52

Attacks

Melee Claw +39/+35/+31(agile, finesse, magical, unarmed)
Damage: 4d10+16 slashing
Effect: improved grab, vampire vetalarana manipulator paralyzing claws

Abilities

Thoughtsense (Precise) 100 feetinteraction(mental, occult)

Kemnebi senses all non-mindless creatures within 100 feet as a precise sense.

Fast Healing 20defensive

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Enlightened Minddefensive

Whenever Kemnebi is targeted by a mental effect, that effect's source or caster must succeed at a DC 5 flat. If this check fails, the mental effect doesn't affect Kemnebi.

Mental Rebirthdefensive(curse, incapacitation, mental, occult)

Unlike most other undead, a vetalarana isn't destroyed when they reach 0 HP. Instead, their body is destroyed, crumbling to ash, and their mind is immediately transferred into a creature they rendered comatose through Drain Thoughts. This creature must be within 1 mile; if no such creature is in range, the vetalarana is destroyed. The creature becomes controlled by the vetalarana and loses the stupefied and Unconscious conditions. If the creature controlled by a vetalarana in this way is killed, the vetalarana's mind transfers to another creature within 1 mile who they rendered comatose through Drain Thoughts. After 1d6 days of being controlled, the controlled creature dies, and its body transforms into that of the vetalarana who rendered it comatose.

Vetalarana Vulnerabilitiesdefensive

All vetalaranas possess the following weaknesses. • Barred Senses A vetalarana can't see or sense through force effects or cold iron, and their mind can't penetrate force effects or cold iron. Such barriers can prevent the transference of a vetalarana's mind through Mental Rebirth. • Revulsion A vetalarana delights in consuming memories and secrets, and is disgusted by those who share such sensitive tidbits openly. A vetalarana can't voluntarily come within 10 feet of a creature loudly voicing their intimate personal secrets or most cherished memories aloud. Speaking such information aloud with conviction is a single action that has the auditory, concentrate, and linguistic traits, and protects the creature until the start of its next turn. A vetalarana that involuntarily comes within 10 feet of a creature sharing such information gains the Fleeing condition until they're 10 feet or farther from the creature. After 1 round of being exposed to the secrets of a creature, a vetalarana can attempt a DC 25 will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). • Vulnerable to Brain Destruction A vetalarana whose brain has been destroyed, or is reduced to 0 HP while unable to take mental actions, can't use Mental Rebirth.

Center Selfoffensive

Frequency once per round Effect Kemnebi regains 1 Focus Point. If he's stupefied, he reduces the value of his stupefied condition by one. If Kemnebi is affected by a mental effect or spell, Kemnebi attempts to counteract that effect or spell with a +33 counteract modifier.

Control Comatoseoffensive

Frequency once per day Effect The vetalarana manipulator spends 10 minutes to take psychic control of the creatures they've rendered comatose with Drain Thoughts. This has the effects of the Possession spell, but lasts for up to 6 hours, has a range of 1 mile, and the vetalarana can control a number of comatose victims at a time equal to half the vetalarana's level. A comatose victim can't resist this possession and automatically gets a critical failure on its saving throw against Control Comatose. As long as a comatose victim is controlled by a vetalarana manipulator in this way, the victim's stupefied and Unconscious conditions are temporarily suppressed.

Deflect Attackoffensive

Requirements Kemnebi is aware of the attack, isn't Off-Guard, and has a hand free

Kemnebi gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, Kemnebi has deflected it. He can't use this reaction to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).

Drain Thoughtsoffensive(occult)

Requirements A Grabbed, Paralyzed, Restrained, Unconscious, or willing creature is within Kemnebi's reach

Kemnebi seizes a creature and consumes its memories. This requires an athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is Stupefied 2 and Kemnebi regains 35 healing HP, gaining any excess HP as temporary Hit Points. Draining Thoughts from a creature that's already stupefied doesn't restore any HP to Kemnebi but increases the victim's stupefied value by 2. Additionally, Kemnebi views one of the victim's memories and can choose to alter, enhance, or erase the memory he views as 4th- level Rewrite Memory. A victim's stupefied condition value decreases by 1 every week. A victim who becomes Stupefied 5 in this way is rendered comatose, becoming permanently unconscious. As long as Kemnebi lives, a comatose victim can't regain consciousness, and its stupefied condition doesn't decrease.

Flurry of Blowsoffensive

Frequency once per round Effect Kemnebi makes two claw Strikes. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Kemnebi applies his multiple attack penalty to the Strikes normally.

Paralyzing Clawsoffensive(incapacitation, magical, occult)

Any living, non-mindless creature hit by Kemnebi's claw Strike must succeed at a DC 36 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Improved Graboffensive

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Traits