CREATURE 14
Perception +28; darkvision
Languages Draconic, Dwarven, Necril, Undercommon
Skills Acrobatics +29, Crafting +24, Deception +27, Diplomacy +27, Society +24, Stealth +29, Ziafias Lore +24
Str +4 Dex +8 Con +5 Int +3 Wis +2 Cha +6
Lazurite-Infused Flesh Kaefalour's flesh is infused with lazurite, and he gains the benefits undead creatures gain from this mineral at all times. When in an area infused with lazurite, such as the Sanctum of the Starved, these benefits increase to a +3 circumstance bonus to saving throws against positive effects. This infusion also grants Kaefalour his resistance to positive damage.
AC 37; Fort +26, Ref +29, Will +23; +3 status to all saves vs. positive
HP 250, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances positive 15
Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn there must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Opportune Backstab Trigger A creature within Kaefalour's melee reach is hit by a melee attack from one of his allies. Effect When Kaefalour's enemy is hit by one of his allies, he capitalizes upon the distraction, making a Strike against the triggering creature.
Speed 30 feet, burrow 20 feet
Melee jaws +30 (finesse), Damage 3d8+12 piercing plus ghast fever and paralysis
Melee claw +30 (agile, finesse), Damage 3d6+12 slashing plus paralysis
Consume Flesh (manipulate) Requirements Kaefalour is adjacent to the corpse of a creature that died within the last hour. Effect Kaefalour devours a chunk of the corpse and regains 8d6 hit points. He can regain Hit Points from any given corpse only once.
Ghast Fever (disease, virulent) Saving Throw DC 34 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 4d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 4d8 negative damage and gains no benefit from healing (1 day); Stage 4 dead, and rises as a ghast the next midnight.
Paralysis (incapacitation, occult, necromancy) Any living creature hit by Kaefalour's attack must succeed at a DC 34 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.
Sneak Attack 4d6 precision damage.
Swift Leap (move) Kaefalour jumps up to half his Speed. This movement doesn't trigger reactions.
Scoundrel When Kaefalour successfully Feints, the target is flat-footed against melee attacks he attempts against it until the end of his next turn. On a critical success, the target is flat-footed against all melee attacks until the end of their next turn, not just Kaefalour's.
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