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UrvethCreature 18


CE​Gargantuan​Darvakka​Shadow​Undead​
Source Pathfinder Book of the Dead
Perception +32 (greater darkvision, lifesense 60 feet)
Languages Abyssal, Common, Infernal, Necril, Telepathy 100 Feet
Skills Arcana +29, Athletics +35, Lore +31, Religion +32, Lore +31, Stealth +31
Str +10, Dex +5, Con +8, Int +5, Wis +6, Cha +6

AC 40; Fort +32; Reflex +29; Will +34;
HP 460 (negative healing)
Speed 25 feet (burrow 60 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 15, Silver 15
Resistances Cold 15

Jaws One Action +36 (+31, +26) to hit (magical, reach 15) 2d10 Cold + 3d10+14 Slashing
Claw One Action +36 (+32, +28) to hit (agile, magical, reach 15) 3d6+14 Slashing + 2d10 Cold
Stinger One Action +36 (+31, +26) to hit (poison, magical, reach 20) 3d6+14 Piercing + 2d10 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 feet

Lifesense 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 Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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.

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

Claw only. An urveth gains 3 extra reactions each round that they can use only to make Attacks of Opportunity.


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.

Entropy's Shadow (aura, divine, necromancy, negative)

60 feet Aura

Urveths leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 negative damage with a DC 38 basic fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the urveth.

Sunlight Powerlessness

A urveth caught in sunlight is Stunned 2 and Clumsy 2.

Frenzy Two Actions

The urveth makes two claw Strikes and one stinger Strike in any order.

Swallow Whole One Action (attack)

Huge, 2d10+5 bludgeoning, Rupture 35

A living creature that ends its turn swallowed whole by an urveth becomes Drained 1 or increases its drained condition by 1, and the urveth gains 10 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Urveth Venom (poison)

Saving Throw DC 37 fortitude


Maximum Duration 6 rounds

Stage 1 3d6 negative damage and 2d6 poison damage (1 round)

Stage 2 3d6 negative damage and 2d6 poison damage, and Enfeebled 2 (1 round)

Stage 3 3d6 negative damage and 2d6 poison damage, and Enfeebled 4 (1 round)

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.


Divine Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness (At Will)
4th Level: Air Walk (Constant)
6th Level: True Seeing
7th Level: Eclipse Burst, Plane Shift (to Material Plane, Negative Energy Plane, or Shadow Plane only)


An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep underground to hide from the sun, emerging under the cover of darkness to kill and consume.


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

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.

Darvakka

Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.

Shadow

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