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Sarvel Ever-HungerCreature 22


UniqueCELargeFiendHumanoidXulgath
Source Pathfinder #156: The Apocalypse Prophet
Perception +39 (darkvision)
Languages Abyssal, Common, Draconic, Undercommon
Skills Arcana +38, Athletics +41, Intimidation +40, Religion +42, Survival +40, Lore +40
Str +9, Dex +2, Con +6, Int +2, Wis +6, Cha +4

AC 48; Fort +37; Reflex +34; Will +36;
HP 430
Speed 30 feet
Weaknesses Coldiron 15, Good 15

Spiked Gauntlet One Action +41 (+37, +33) to hit (agile, magical) 4d8+19 Piercing + 1d6 Evil
Tentacle One Action +41 (+37, +33) to hit (agile, magical, reach 20) 4d8+19 Slashing
Jaws One Action +41 (+36, +31) to hit (magical) 4d12+19 Piercing

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.

Attack of Opportunity (Tentacle Only) Reaction

Tentacle 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.

Echoes of Aeons

At the start of Sarvel's turn, if he is dead, unconscious, or otherwise unable to act, his efforts in the unfinished extinction curse ritual pull on the power of an aeon orb.

The surge of power heals his body completely without causing the wounded condition, causes him to grow an additional tentacle, and attempts to counteract all detrimental effects on Sarvel as a 10th-level effect with a +42 counteract modifier.

An aeon orb used by Sarvel or the heroes is depleted and can't be used to power this ability.

Enraging Stench (aura, emotion, mental, olfactory)

30 feet Aura


A creature that enters or begins their turn in the emanation must attempt a DC 45 fortitude save. On a failure, the creature is Sickened 2 and Confused for 1 round; on a critical failure, it can't target Sarvel with any Strikes or other effects from its confused condition.

While within the emanation, the creature takes a -2 penalty to saves to recover from the sickened condition.

A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute. Sarvel can suppress or resume this aura as a free action.

Touch of Zevgavizeb

Sarvel begins combat with two tentacles. Each tentacle has 66 HP and is immune to area damage.

A creature can attempt to sever one of Sarvel's tentacles by specifically targeting it and dealing damage equal to the tentacle's Hit Points. A tentacle not completely severed returns to full HP at the end of any creature's turn.

For each tentacle he has, Sarvel gains an extra reaction at the start of his turn that can be used only for an Attack of Opportunity. If he has no tentacles, he can no longer make tentacle Strikes, Writhe Independently, or Constrict.

Constrict One Action

4d8+12 bludgeoning damage, DC 45 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Writhe Independently One Action

Frequency once per round


Effect Sarvel makes one tentacle Strike with each tentacle he currently has (to a maximum of six Strikes), but he can't target a single creature with more than one Strike. Each attack counts toward his multiple attack penalty, but the penalty doesn't increase until all the attacks have been made.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Prepared Spells (DC 45, +37 to hit)

Cantrips (10th Level): Divine Lance, Message, Read Aura, Shield
1st Level: Harm
2nd Level: Resist Energy, Restore Senses, See Invisibility
3rd Level: Paralyze
4th Level: Air Walk, Divine Wrath, Freedom of Movement
5th Level: Abyssal Plague, Flame Strike, Prying Eye
6th Level: Blade Barrier
7th Level: Eclipse Burst, Finger of Death
8th Level: Devour Life
9th Level: Wail of the Banshee, Weapon of Judgment
10th Level: Miracle

Rituals

1st Level: Abyssal Pact
4th Level: Atone
6th Level: Commune



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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.