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SarcovaltCreature 5


TinyFiendUnholy
Source Pathfinder Adventure Path: Hellbreakers
Perception +13 (darkvision, lifesense (imprecise) 60 feet)
Languages Chthonian, Necril, Telepathy 30 Feet
Skills Acrobatics +13, Athletics +12, Intimidation +12, Stealth +13
Str +1, Dex +5, Con +4, Int +0, Wis +2, Cha -1

AC 21; Fort +11; Reflex +15; Will +10; +1 status to all saves vs. death effects
HP 75
Speed 20 feet (climb 20 feet, fly 40 feet)
Immunities disease, poison, sickened
Weaknesses Holy 5
Resistances Acid 5, Cold 5

Beak One Action +15 (+10, +5) to hit (finesse, magical, reach) 2d8+4 Piercing + 3 Bleed

+1 Status to All Saves vs. Death EffectsAura of Blight (aura, disease)

15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 19 fortitude save.


Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute.

Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects.

Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is Enfeebled 1.

Befouled Body

Any water the sarcovalt touches becomes diseased with filth fever.


Filth Fever (disease)

Saving Throw DC 23 fortitude

Onset 1d4 days

Stage 1 Sickened 1 (1 day)

Stage 2 Drained 1 (1 day)

Stage 3 Drained 2 (1 day)

Reactive Detach Reaction

Trigger The sarcovalt takes slashing damage from a creature while they have another creature Grabbed or Restrained


Effect The sarcovalt uses Detach Head. Their head keeps the other creature grabbed or restrained, and their body Steps. The sarcovalt gains resistance 5 to the triggering slashing damage.

Effect: Reactive Detach

Return to Sender Reaction

Trigger A creature escapes from being Grabbed or Restrained by the sarcovalt's detached head


Effect The sarcovalt's head returns to their body via the shortest possible path. Any creature in a straight line between the head and the body must succeed at a DC 21 reflex save or become Clumsy 1 for 1 round (Clumsy 2 on a critical failure). The sarcovalt Dismisses Detach Head.

Detach Head Free Action (occult)

Trigger The sarcovalt takes damage from a critical hit with a slashing weapon or has their head removed (such as by a vorpal weapon)


Effect The sarcovalt can survive decapitation and isn't killed if an effect that removes their head would kill them. Instead, the sarcovalt's head becomes detached from their body. The detached head has the same statistics as the body (except for the aura of blight) and gains the minion trait. The sarcovalt's body can issue a verbal command to the detached head as a single action, giving the head 2 actions. The detached head and body share the same pool of Hit Points.

While their head is detached, the sarcovalt's body can't make beak Strikes or use Malodorous Shriek. The detached head can only Climb, Fly, Stride, make beak Strikes, or use Malodorous Shriek.

Malodorous Shriek Two Actions (occult, olfactory, poison, sonic)

The sarcovalt screeches through their skull (detached or not), spraying whatever festering viscera remains in their head in a 20-foot cone. Each creature in the area takes 3d6[sonic],3d6 poison damage (DC 21 reflex save). The sarcovalt can't use this ability again for 1d4 rounds.


Occult Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Daze
1st Level: Enfeeble, Goblin Pox
2nd Level: Acid Grip, Vomit Swarm


Individual sarcovalts have almost no personal identities and incredibly short-term memories.


There are few creatures throughout the multiverse more bizarrely revolting than the sarcovalt, a fiend with the body of a fly and the head of a fleshless vulture skull. While a creature barely 2 feet long might not seem threatening, sarcovalt swarms can overwhelm entire villages. Sarcovalts' heads almost seem to be wholly separate entities from their bodies and will vomit up whatever they capture in their beaks hours later as putrid, coagulated sludge.


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.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.