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Valgomorus (3-4)Creature 5


NELargeUndead
Source Pathfinder Society Scenario #2-01: Citadel of Corruption
Perception +15 (darkvision)
Languages Aklo, Azlanti, Celestial, Cyclops, Draconic, Jotun
Skills Athletics +15, Intimidation +12, Religion +13
Str +5, Dex -1, Con +5, Int +2, Wis +4, Cha +2

AC 20; Fort +14; Reflex +9; Will +13;
HP 75 (negative healing)
Speed 20 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Greataxe One Action +15 (+10, +5) to hit (reach 10, sweep) 1d12+10 Slashing
Claw One Action +15 (+10, +5) to hit 2d6+4 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.

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.

Flash of Insight Free Action (divination, occult, fortune)

Frequency once per day

Trigger Valgomorus is about to roll a d20


Effect Valgomorus peers into an occluded spectrum of possible futures. He gets a success (but not a critical success) on the roll instead of rolling.

Drain Life (divine, necromancy)

When Valgomorus damages a living creature with his claw Strike, he gains 3 temporary Hit Points and the creature must succeed at a DC 19 fortitude save or become Drained 1.

Further successful claw Strikes increase the drained value by 1 on a failed save, to a maximum of drained 4.

Swipe Two Actions (flourish)

Valgomorus makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within his melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A counts as two attacks for the multiple attack penalty, though the penalty does not increase until after both attacks are resolved.

Wight Spawn (divine, necromancy)

A living humanoid slain by Valgomorus's claw Strike rises as a spawned wight after 1d4 rounds. This spawned wight is under the command of the wight that killed it (in this case, Valgomorus). It doesn't have drain life or wight spawn and is Clumsy 2 for as long as it is a spawned wight.

If the creator of the spawned wight dies, the spawned wight becomes a full-fledged, autonomous wight; it regains its free will, gains drain life and wight spawn, and is no longer clumsy.



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.