SumbreivaCreature 16
Source Pathfinder Monster Core 2
Perception +29 (greater darkvision, scent (imprecise) 30 feet)
Languages Aklo, Necril
Skills Athletics +28, Intimidation +30, Stealth +35, Survival +29
Str +8, Dex +9, Con +3, Int +6, Wis +5, Cha +4
AC 39; Fort +25; Reflex +33; Will +27;
HP 290 (void healing)
Speed 50 feet
Immunities death effects, drained
Sumbreiva Huntblade
+33 (+29, +25) to hit (agile, death, finesse, magical, versatile s) 3d8+16 PiercingSumbreiva Huntblade
+33 (+29, +25) to hit (agile, death, magical, thrown 30, versatile s) 3d8+16 PiercingShadow Whip
+33 (+29, +25) to hit (agile, death, disarm, finesse, magical, reach 10, trip) 3d4+16 BludgeoningGreater 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. A creature with greater darkvision can see through even forms of magical darkness.
Hunter's Triumph
(auditory, emotion, fear, mental)Trigger The sumbreiva kills a creature
Effect The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 will save or become Frightened 3 (and Fleeing as long as it's frightened on a critical failure).
Reactive Strike
Trigger 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.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Claim Trophy
The sumbreiva claims the soul of a creature they killed within the last minute. This works like Seize Soul, except that no black sapphire is required, and the soul is turned into a glowing blue light called a soul trophy. Anyone who kills the sumbreiva can then free the soul from any soul trophy by touching it and speaking the word for "freedom" in any language.
Huntblade BrutalityThe sumbreiva's huntblade deals an additional 2d8 precision damage to Drained, Frightened, or Off-Guard creatures.
Whip Drain
(arcane, death)Requirements The sumbreiva has a creature Grabbed with their shadow whip
Effect The grabbed creature must succeed at a DC 38 fortitude save or become Drained 2 (Drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of drained 4.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Arcane Innate Spells (DC 36, +28 to hit)
2nd Level: Darkness
3rd Level: Earthbind
Sumbreivas are the Void's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally, they pass through a rift or are brought to the Universe via a binding circle, where they collect living souls to display as trophies.
Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Universe on a Night Hunt and compete to see who can bring back the most brilliant soul trophies. The winner of the Night Hunt leads the lodge until the next hunt. Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas desire to capture a soul powerful enough to earn them placement in the Twilight Lodge, reserved for the truly elite souls and hunters.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
UnholyEffects 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.
VoidEffects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.