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RavenerCreature 21


RareCEGargantuanDragonFireUndead
Source Pathfinder Bestiary 2
Perception +37 (darkvision, scent (imprecise) 60 feet, smoke vision, soulsense 60 feet)
Languages Abyssal, Common, Draconic, Dwarven, Jotun, Necril, Orcish
Skills Acrobatics +32, Arcana +37, Athletics +39, Deception +38, Diplomacy +38, Intimidation +40, Stealth +35
Str +9, Dex +5, Con +9, Int +5, Wis +6, Cha +8

AC 47; Fort +38; Reflex +34; Will +37; +1 status to all saves vs. magic
HP 500
Speed 60 feet (fly 180 feet)
Immunities death effects, disease, fire, paralyzed, poison, sleep
Weaknesses Cold 20, Good 20

Jaws One Action +39 (+34, +29) to hit (fire, magical, reach 20) 4d10+17 Piercing + 3d6 Fire + 2d6 Negative
Claw One Action +39 (+35, +31) to hit (agile, magical, reach 15) 4d8+17 Slashing + 2d6 Negative
Tail One Action +37 (+32, +27) to hit (magical, reach 25) 4d10+15 Slashing + 2d6 Negative
Wing One Action +37 (+33, +29) to hit (agile, magical, reach 20) 3d8+15 Slashing + 2d6 Negative

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.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Smoke Vision

Smoke doesn't impair an ancient red ravener's vision; it ignores the Concealed condition from smoke.

Soulsense

A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Attack of Opportunity Reaction

Jaws only.


Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Cowering Fear (aura, emotion, fear, mental)

90 feet, DC 42.

A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least frightened 2 or more as a result of the ravener's frightful presence, it is also immobilized from the fear.

Discorporate Free Action

Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward


Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate.

Dragon Heat (arcane, aura, evocation, fire)

10 feet, 4d6 fire damage (DC 41 basic reflex save)

Redirect Fire Reaction (abjuration, arcane, fire)

Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet


Effect The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster.

Soul Ward

200 HP

An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk.

Consume Soul Free Action

DC 44

Trigger A living creature within 30 feet of the ravener dies


Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a Fortitude save with the same DC as the ravener's Breath Weapon.


Critical Success The creature is unaffected.

Success The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are Drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level.

Failure As success, but the creature's soul is ravaged. The creature is Drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level.

Critical Failure As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via a 10th-level effect such as miracle or wish, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.

Manipulate Flames One Action (arcane, concentrate, transmutation, fire)

The ravener attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose.

Ravenous Breath Weapon Two Actions (arcane, evocation, fire)

The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 Persistent Negative Damage (DC 44 basic reflex save). A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP.

The ravener can't use Breath Weapon again for 1d4 rounds.

Vicious Criticals

The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a Fortitude save or gain the Drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4.

Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.


Arcane Innate Spells (DC 44, +34 to hit)

Cantrips (10th Level): Detect Magic, Read Aura
4th Level: Suggestion (At Will)
8th Level: Wall of Fire (At Will)


The ravener presented here was once an ancient red dragon.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.