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NasurgethCreature 20


CE​Gargantuan​Aquatic​Darvakka​Shadow​Undead​
Source Pathfinder Book of the Dead
Perception +36 (greater darkvision, lifesense 60 feet)
Languages Abyssal, Common, Infernal, Necril, Telepathy 100 Feet
Skills Arcana +36, Athletics +39, Lore +36, Religion +36, Lore +36, Stealth +34
Str +11, Dex +6, Con +7, Int +8, Wis +8, Cha +7

AC 45; Fort +35; Reflex +32; Will +36;
HP 510 (negative healing)
Speed 0 feet (fly 60 feet, swim 80 feet)
Immunities cold, death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 15, Silver 15

Jaws One Action +39 (+34, +29) to hit (magical, reach 15) 3d10+19 Piercing + 2d10 Cold
Tail One Action +39 (+35, +31) to hit (agile, magical, reach 20) 3d6+19 Bludgeoning + 2d10 Cold

Greater Darkvision

A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Midnight Depths (aura, cold, darkness, divine, necromancy, negative)

60 feet Aura

A nasurgeth's entropy grows even stronger underwater. All water within the aura is completely dark (as 4th-level Darkness). Magical light with a counteract level of 4th level or lower, along with magical light cantrips, are suppressed. A living creature entering or starting its turn in the aura takes 4d6 negative damage, and the creature also takes an additional 2d10 cold damage if it's in water (DC 39 basic fortitude). If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the nasurgeth.

Spray Black Bile Reaction

Trigger The nasurgeth takes slashing or piercing damage from a critical hit, or a swallowed creature cuts itself free


Effect Darkness and negative energy spill out from the nasurgeth's wound, dealing 8d8 negative damage to creatures within 20 feet (DC 40 basic fortitude).

Sunlight Powerlessness

A nasurgeth caught in sunlight is Stunned 2 and Clumsy 2.

Broken Barb One Action

Requirements A creature is Grabbed or Restrained in the nasurgeth's jaws


Effect The nasurgeth breaks a tooth off in the target, who takes 3d10 Persistent Bleed Damage and is no longer grabbed or restrained. If the target is adjacent to a surface, the tooth also pins it in place, making it Immobilized (Escape DC 45).

Ravenous Void Three Actions

The nasurgeth barrels forward with their mouth open, Swimming twice in a straight line and moving through the spaces of Huge or smaller creatures. The nasurgeth deals the damage of their jaws Strike to each creature whose space they enter (DC 45 basic reflex). Any creature that critically fails is automatically Swallowed Whole.

Swallow Whole One Action (attack)

Huge, 2d10+9 bludgeoning, Rupture 40

A living creature that ends its turn swallowed whole by a nasurgeth becomes Drained 1 or increases its drained condition by 1, and the nasurgeth gains 20 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Divine Innate Spells (DC 43, +35 to hit)

Cantrips (10th Level): Detect Magic
1st Level: Harm
6th Level: True Seeing
7th Level: Eclipse Burst, Plane Shift (to Material Plane, Negative Energy Plane, or Shadow Plane only)


Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At night, they ascend to the skies and rain destruction and ruin down on all the living.


Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who travel to the convergence of the Shadow Plane and the Negative Energy Plane—where the power of nothingness obliterates them—these undead abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the Material Plane where nothing but ash and ice remain.

As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of positive energy. On the Material Plane, they spend the hours of daylight hidden below ground, amid ruins, or submerged deep in the ocean's darkest chasms beyond the reach of the sun's rays, emerging when darkness shelters them overhead.

Darvakkas have an aura of entropy that attracts undead thralls to serve as warriors and heralds. They rarely seek alliances with each other or other creatures, existing in solitude as the heads of individual armies of the dead.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Darvakka

Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.

Shadow

This magic involves shadows or the energy of the Shadow Plane.