SulvikCreature 9
Source Pathfinder #182: Graveclaw
Perception +21 (darkvision)
Languages Common, Necril
Skills Athletics +21, Intimidation +19, Stealth +18
Str +6, Dex +3, Con +4, Int -2, Wis +3, Cha +4
AC 27; Fort +21; Reflex +16; Will +16;
HP 190 (negative healing)
Speed 35 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Piercing 10, Slashing 10
Claw +21 (+16, +11) to hit (reach 10) 2d10 + 12 Slashing
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.
Independent BrainsEach of Sulvik's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls its own tongue and one of Sulvik's arms, but both can move the legs. Any ability that would sever Sulvik's head (such as the Vorpal weapon property) doesn't cause him to die if he has his other head, but does cause him to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of Sulvik's heads.
Negative HealingA 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.
Attack of OpportunityTrigger 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.
Mohrg SpawnWhen Sulvik kills a living creature of 8th level or less, that creature rises as a Mohrg after 1d4 rounds, on its turn. This mohrg spawn is under Sulvik's command. If Sulvik is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.
Paralysis (incapacitation, necromancy, occult)A living creature hit by Sulvik's tongue Strike must succeed at a DC 28 fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.
GrabRequirements 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.
Traits
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.