Vilderavn HeraldCreature 19
Source Pathfinder Kingmaker
Perception +35 (greater darkvision, true seeing)
Languages Aklo, Common, Infernal, Sylvan, Tongues
Skills Acrobatics +34, Athletics +36, Deception +35, Lore +33, Intimidation +37, Society +33, Stealth +36, Lore +33
Str +10, Dex +7, Con +6, Int +6, Wis +6, Cha +8
AC 44; Fort +31; Reflex +36; Will +33;
HP 375
Speed 40 feet (fly 120 feet)
Immunities curse, death effects, drained, fear effects
Weaknesses Coldiron 20
Greatsword +36 (+31, +26) to hit (magical, versatile p) 4d12+16 Slashing
Jaws +36 (+31, +26) to hit (magical) 4d8+16 Piercing
Talon +36 (+32, +28) to hit (agile, magical) 4d8+16 Slashing
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.
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.
Attack of OpportunityTrigger 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.
Aura of Disquietude (aura, emotion, fear, mental)30-foot emanation Aura DC 35 will
As Frightful Presence, plus a creature frightened by the aura becomes suspicious: it doesn't count any other creature as its ally, and it can't Aid or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic. The vilderavn can activate or deactivate this aura using a single action, which has the concentrate trait.
Bloodbird (curse, occult)A creature hit by a vilderavn's melee attack becomes cursed, taking 2d6 Persistent bleed Damage that's difficult to stanch: the DC to stop the bleeding using Administer First Aid is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding.
Change Shape (concentrate, occult, polymorph, transmutation)The vilderavn takes on the shape of a wolf or dire wolf, a wolf-raven hybrid, or its raven knight form: a Small or Medium humanoid in black full plate carrying a greatsword. The vilderavn can use its jaws attack only in a form that has a wolf's head, its talon attack only in a form that has raven talons, and its greatsword only in raven knight form.
Souleater (necromancy, occult)If the vilderavn kills a humanoid target with a critical hit using its jaws Strike, it rips out and devours the target's heart and soul as part of the attack. While the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target. If magic would resurrect the creature, the caster must succeed at a DC 38 counteract check to extract the target's soul from the vilderavn; otherwise the spell fails.
Occult Innate Spells (DC 41, +33 to hit)
4th Level: Modify Memory, Outcast's Curse (At Will), Suggestion, Suggestion (At Will)
5th Level: Crushing Despair (At Will), Tongues (Constant)
6th Level: True Seeing (Constant)
7th Level: Ethereal Jaunt
In its true form, a vilderavn herald is a human-sized raven. Its ability to assume a humanoid guise suits it to insinuate itself into the retinue of a mortal ruler or to travel without too much concern, but more often these deadly fey directly serve more powerful rulers, such as the Eldest.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FeyCreatures of the First World are called the fey.