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SumbreivaCreature 16


LELargeHumanoidNegative
Source Pathfinder Bestiary 3
Perception +29 (greater darkvision, scent (imprecise) 30 feet)
Languages Aklo, Necril
Skills Athletics +32, Intimidation +30, Stealth +35, Survival +29
Str +8, Dex +9, Con +3, Int +6, Wis +5, Cha +4

AC 39; Fort +25; Reflex +33; Will +27;
HP 290 (negative healing)
Speed 50 feet
Immunities death effects, drained

Sumbreiva Huntblade One Action +33 (+29, +25) to hit (agile, death, finesse, magical, versatile s) 3d8+16 Piercing
Shadow Whip One Action +33 (+29, +25) to hit (agile, death, disarm, finesse, magical, reach 10, trip) 3d4+16 Bludgeoning
Sumbreiva Huntblade One Action +33 (+29, +25) to hit (agile, death, magical, thrown 30, versatile s) 3d8+16 Piercing

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.

Scent (Imprecise) 30 feet

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.

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.

Attack of Opportunity Reaction

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.

Hunter's Triumph Reaction (auditory, emotion, fear, mental)

Trigger The sumbreiva kills a creature


Effect The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 will save or become Frightened 3 (and Fleeing as long as it's frightened on a critical failure).

Claim Trophy One Action

The sumbreiva claims the soul of a creature they killed within the last minute. This works like Bind Soul, except that no black sapphire is required and the soul is turned into a glowing blue light called a soul trophy. Anyone who kills the sumbreiva can then free the soul from any soul trophy by touching it and speaking the word for "freedom" in any language.

Huntblade Brutality

The sumbreiva's huntblade deals an additional 2d8 damage to Drained, Flat-Footed, or Frightened creatures.

Whip Drain One Action (arcane, death, necromancy)

Requirements The sumbreiva has a creature Grabbed with their shadow whip


Effect The grabbed creature must succeed at a DC 38 fortitude save or become Drained 2 (Drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of Drained 4.

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.


Arcane Innate Spells (DC 36, +28 to hit)

2nd Level: Darkness
3rd Level: Earthbind


Sumbreivas are the Negative Energy Plane's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally they pass through a rift or are brought to the Material Plane via planar binding, where they collect living souls to display as trophies.

Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Material Plane on a Night Hunt. Over the course of one night, the sumbreivas from that lodge split up and compete to see who can capture the most brilliant souls as trophies. The winner of the Night Hunt leads the lodge until the next hunt.

Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas have the ultimate goal of capturing a soul worthy of being placed in the Twilight Lodge, reserved for the truly elite souls and hunters.


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.

Humanoid

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

Negative

Effects with this trait heal undead creatures with negative energy, deal negative damage to living creatures, or manipulate negative energy.