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Davik NettlesCreature 4


UniqueNEMediumUndead
Source Pathfinder Kingmaker
Perception +10 (darkvision)
Languages Common
Skills Athletics +11, Intimidation +11
Str +5, Dex +3, Con +2, Int +0, Wis +2, Cha +3

AC 19; Fort +12; Reflex +11; Will +10;
HP 70
Speed 25 feet (swim 25 feet)
Resistances Fire 7

Ranseur One Action +14 (+9, +4) to hit (disarm, magical, reach 10) 1d10+7 Piercing
Fist One Action +13 (+9, +5) to hit (agile) 2d4+7 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Fearsome Gaze (concentrate, divine, emotion, fear, mental, visual)

30-foot emanation Aura

When a creature ends its turn in the aura, it must attempt a DC 18 will save.


Critical Success The creature is unaffected and is temporarily immune for 24 hours.

Success The creature is unaffected.

Failure The creature becomes Frightened 1.

Critical Failure The creature becomes Frightened 2.

Rejuvenation (divine, necromancy)

If Davik is reduced to 0 Hit Points, his bones and gear melt into water that runs back into the river or seeps into the ground, leaving nothing behind. The next night, he rises again from his original location in the rubble located downstream from the ruined ferry crossing. When he does, he is completely healed of all damage, but now his unholy anger is directed at those who previously destroyed him as well as at the Stag Lord. He can use nightmare to threaten the one who destroyed him, promising to drag them to a drowning death unless the Stag Lord's remains are given to the river. Dispel Magic (DC 19 counteract check) can remove this sinister link between Davik and his destroyer, preventing Davik from using nightmare on that creature again until they return to this location. As long as the PCs don't abandon their goal of hunting the Stag Lord, Davik remains content and does not plague their dreams.

Rotting Stench (aura, olfactory)

10-foot emanation Aura

A creature entering the aura or starting their turn in the aura must succeed at a DC 18 fortitude save or become Sickened 1 (plus Slowed 1 on a critical failure for as long as it's sickened). While within the aura, creatures also take a -2 circumstance penalty to saves against fear and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute and does not take the penalty to saves against fear effects.

Effect: Rotting Stench

Focus Gaze One Action (concentrate, divine, emotion, fear, mental, visual)

Davik fixes his glare at a creature he can see within 30 feet. The target must immediately attempt a Will save against Davik's Fearsome Gaze. On a failed save, if the target is already Frightened, the value of its frightened condition is increased by 1 (or by 2 on a critical failure). After attempting its save, the creature is then temporarily immune until the start of Davik's next turn

Sure Possession

As long as Davik Nettles continues to exist, his +1 ranseur cannot be taken from him. If disarmed of the +1 ranseur, if he drops it, or if it's destroyed, the ranseur melts into water; he can retrieve his +1 ranseur by pulling it out of any body of water as an Interact action. If Davik is put to rest permanently by fulfilling his quest, his +1 ranseur loses this ability and can be claimed by someone else.


Divine Innate Spells (DC 21, +13 to hit)

2nd Level: Water Walk (Constant) (Self Only)
4th Level: Nightmare



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.