DarivanCreature 10
Source Pathfinder Kingmaker
Perception +19 (darkvision)
Languages Aklo, Chthonian, Common, Fey, Orcish
Skills Lore +18, Athletics +20, Deception +21, Diplomacy +19, Intimidation +21, Nature +19, Religion +19, Survival +19
Str +4, Dex +2, Con +1, Int +0, Wis +3, Cha +5
AC 28; Fort +17; Reflex +18; Will +21;
HP 220
Speed 25 feet
Weaknesses Cold Iron 10
Falchion
+23 (+18, +13) to hit (forceful, magical, sweep) 2d10+8 SlashingClaw
+20 (+16, +12) to hit (agile, unarmed) 2d6+8 SlashingBloom Regeneration
(divine)Trigger Darivan takes damage while he's within the Cradle of Lamashtu.
Effect Darivan cries out a quick prayer to the Mother of Monsters, and filaments of fungus slither up into his wounded body, healing 4d6 healing points of damage. For the next 4 rounds, Darivan gains regeneration 10; this regeneration can be deactivated by cold iron or spirit damage. Darivan can't activate Bloom Regeneration again for 24 hours.
Effect: Bloom Regeneration
Bleed for Lamashtu
Requirement Darivan hasn't attempted a falchion strike yet.
Effect Darivan attempts a Strike with a falchion. On a hit, he inflicts an additional 2d6 bleed damage.
Bloodline MagicWhen Darivan's bloodline magic activates, his movements become supernaturally graceful and distracting, granting him a +1 status bonus to Diplomacy checks for 1 round or imposing a -1 status penalty on one target's Will saves for 1 round.
Effect: Darivan's Bloodline Magic
Primal Spontaneous Spells (DC 29, +21 to hit)
Cantrips (5th Level): Acid Splash, Detect Magic, Electric Arc, Prestidigitation, Ray of Frost, Tanglefoot
1st Level (4 slots): Charm, Fear, Heal, Longstrider, Pass Without Trace, Shocking Grasp, Spider Sting
2nd Level (4 slots): Barkskin, Calm Emotions, Create Food, Dispel Magic, Entangle, Glitterdust
3rd Level (4 slots): Animal Vision, Blindness, Slow
4th Level (4 slots): Air Walk, Shape Stone, Speak with Plants, Vital Beacon, Weapon Storm
5th Level (4 slots): Cone of Cold, Crushing Despair, Passwall, Wall of Stone
1st Level: Nymph's Token
Rituals
Darivan is not the classic image of a Lamashtan cultist. While deeply religious, his magical power stems not from his faith, but from a link to his ancestral past. The favor of a dryad helped his grandfather escape from a brutal life and find a safe new homeland for his people, but Darivan never held patience for that. To Darivan, his sorcerous legacy and his sinister faith are two wholly separate elements, but his recent visions of the bloom of Lamashtu bringing a new swath of monsters to the Stolen Lands has compelled him strongly, showing him how his fey ancestry and his demonic faith can be made stronger.
In combat, Darivan relies on his spells against ranged foes and his falchion and claw in melee. He activates Bloom Regeneration if an attack reduces him to 100 Hit Points or fewer, then shifts tactics to casting @UUID[Compendium.pf2e.spells-srd.Item.Air Walk] and retreating upward to use spells against foes.
Traits
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.
DromaarA creature with this trait has the dromaar versatile heritage. Dromaars are of mixed ancestry, including orcs or other dromaars. An ability with this trait can be used or selected only by dromaars.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
OrcA creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. A weapon with this trait is a weapon which orcs craft and use.