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UrbulinexCreature 18


UniqueNEHugeDragonUndeadShadow
Source Pathfinder #185: A Taste of Ashes
Perception +33 (greater darkvision, scent (imprecise) 60 feet, soulsense 60 feet)
Languages Common, Draconic, Necril, Shadowtongue
Skills Acrobatics +28, Athletics +35, Deception +31, Intimidation +31, Nature +28, Religion +31, Stealth +30
Str +9, Dex +5, Con +6, Int +5, Wis +6, Cha +5

AC 41; Fort +31; Reflex +29; Will +31; +1 status to all saves vs. magic
HP 345 (Soul Ward)
Speed 50 feet (fly 180 feet)
Immunities death effects, disease, paralyzed, poison, sleep, unconscious
Weaknesses Good 15

Jaws One Action +34 (+29, +24) to hit (magical, reach 15) 3d10+15 Piercing + 5d6 Negative
Claw One Action +34 (+30, +26) to hit (agile, magical, reach 10) 3d10+15 Slashing + 2d6 Negative
Tail One Action +32 (+27, +22) to hit (magical, reach 20) 3d12+15 Slashing + 2d6 Negative
Wing One Action +32 (+28, +24) to hit (agile, magical, reach 15) 2d10+15 Slashing + 2d6 Negative

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

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.

Scent (Imprecise) 60 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.

Soulsense 60 feet

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.

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

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 Aura DC 37 will

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.


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Discorporate Free Action (divine, necromancy)

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.

Soul Ward

An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points.

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 (death, divine, necromancy)

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 DC 44 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.

Draconic Frenzy Two Actions

The ravener makes two claw Strikes and one wing Strike in any order.

Draconic Momentum

The ravener recharges their Breath Weapon whenever they score a critical hit with a Strike.

Ghost Bane

The ravener's Strikes affect incorporeal creatures with the effects of a ghost touch property rune, and the ravener's jaws deal an additional 6d6 force damage to undead.

Ravenous Breath Weapon Two Actions

The ravener breathes in one of two ways. With either option, a creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If at least one 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 at a DC 37 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.


Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.


Primal Innate Spells (DC 39, +31 to hit)

Cantrips (9th Level): Detect Magic
2nd Level: Darkness (At Will)
5th Level: Shadow Walk
6th Level: Vampiric Exsanguination



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.

Shadow

This magic involves shadows or the energy of the Shadow Plane.