SykeverCreature 15
Source Pathfinder Book of the Dead
Perception +29 (greater darkvision, lifesense 60 feet)
Languages Abyssal, Common, Infernal, Necril, Telepathy 100 Feet
Skills Arcana +27, Athletics +29, Intimidation +28, Lore +27, Religion +27, Lore +27, Stealth +27, Lore +27
Str +8, Dex +4, Con +6, Int +6, Wis +6, Cha +7
AC 37; Fort +25; Reflex +25; Will +31;
HP 335 (negative healing)
Speed 40 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 10, Silver 10
Resistances Cold 10
Horn +31 (+26, +21) to hit (magical, reach 10) 3d8+12 Bludgeoning + 1d10 Cold
Arm Spike +31 (+27, +23) to hit (agile, magical, reach 10) 3d8+12 Piercing + 1d10 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.
Telepathy 100 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Lifesense 60 feetLifesense 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.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
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.
Entropy's Shadow (aura, divine, necromancy, negative)40 feet Aura
Sykevers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 negative damage with a DC 33 basic fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the sykever.
Sunlight PowerlessnessA sykever caught in sunlight is Stunned 2 and Clumsy 2.
Change PostureThe sykever changes between their bipedal and quadrupedal stance. In their bipedal stance, the sykever can use all the abilities in their stat block except Horned Rush. In their quadrupedal stance, the sykever has a Speed of 80 feet but can't make arm spike Strikes, Disarm, cast spells, or use Crush Item.
Crush ItemTrigger The sykever gets a critical success to Disarm
Requirements The sykever is in their bipedal stance
Effect The sykever snatches the item and pierces it with their arm spikes. The item becomes broken and falls to the ground in the sykever's space. Items that are already broken aren't further damaged, and an item with 14 or higher Hardness is unaffected.
Draining Gaze (concentrate, divine, necromancy, visual)The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 36 will save. Regardless of the result, the target is temporarily immune for 10 minutes.
Critical Success The target is unaffected.
Success The target is Enfeebled 2 for 1 round if the sykever is in bipedal stance, or Clumsy 2 for 1 round if the sykever is in quadrupedal stance.
Failure As success, but the effect lasts 1 minute.
Critical Failure As success, but Enfeebled 3 or Clumsy 3, and the effect lasts 10 minutes.
Horned RushRequirements The sykever is in their quadrupedal stance
Effect The sykever Strides and then makes a horn Strike.
Divine Innate Spells (DC 36, +28 to hit)
Cantrips (8th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness (At Will), Invisibility
3rd Level: Paralyze
4th Level: Air Walk (Constant)
6th Level: True Seeing
7th Level: Plane Shift (to Material Plane, Negative Energy Plane, or Shadow Plane only)
The most common darvakkas are sykevers, walkers in the night. Bloodthirsty but calculating, they lead legions of dead into battle on the Material Plane, working toward the simple goal of ending all life.
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
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.
DarvakkaEntropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.
ShadowThis magic involves shadows or the energy of the Shadow Plane.