🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

VanyverCreature 13


CE​Huge​Darvakka​Shadow​Undead​
Source Pathfinder Book of the Dead
Perception +26 (greater darkvision, lifesense 60 feet)
Languages Abyssal, Common, Infernal, Necril, Telepathy 100 Feet
Skills Acrobatics +23, Arcana +23, Athletics +27, Lore +25, Religion +24, Lore +25, Stealth +25
Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +5

AC 34; Fort +29; Reflex +23; Will +22;
HP 295 (negative healing)
Speed 25 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 10, Silver 10
Resistances Cold 10

Talon One Action +27 (+22, +17) to hit (magical, reach 10) 1d10 Cold + 3d10+11 Bludgeoning
Wing One Action +27 (+23, +19) to hit (agile, magical, reach 15) 3d6+11 Bludgeoning + 1d10 Cold
Jaws One Action +27 (+22, +17) to hit (magical, reach 10) 1d10 Cold + 3d10+11 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.

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.

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.

Catching Bite Reaction

Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon


Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements.

Drain Magic One Action

Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect


Effect The vanyver casts an innate Dispel Magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract level of the effect that was counteracted.

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

40 feet Aura

Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 negative damage with a DC 30 basic fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.

Snatch

The vanyver can Fly at half Speed while they have a creature Grabbed or Restrained in either or both of their talons, carrying that creature along with them.

Sunlight Powerlessness

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

Constrict One Action

3d10+5 piercing DC 33 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Divine Innate Spells (DC 34, +26 to hit)

Cantrips (7th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness, Dispel Magic (At Will), See Invisibility
7th Level: Plane Shift (to Material Plane, Negative Energy Plane, or Shadow Plane only)


Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas, and the most likely to submit to a master, either another of their kind or a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they can enact but will quickly turn on any master they feel falters in this goal.


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.