SuvardenCreature 7
Source Pathfinder #192: Worst of All Possible Worlds
Perception +17 (darkvision)
Languages Aklo, Common, Fey, Telepathy 100 Feet
Skills Lore +15, Acrobatics +16, Athletics +16, Diplomacy +17, Nature +15, Occultism +15, Society +13
Str +3, Dex +5, Con +4, Int +2, Wis +4, Cha +6
AC 24; Fort +15; Reflex +14; Will +17;
HP 125 (all-around vision)
Speed 40 feet (climb 20 feet, fly 20 feet)
Immunities confused, controlled, misfortune effects
Antler
+16 (+11, +6) to hit 2d12+6 PiercingHoof
+16 (+11, +6) to hit (reach 10) 2d8+6 BludgeoningTelepathy 100 feet (aura, 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.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Attack of Opportunity
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.
Reweave Fate
(primal)Trigger A non-suvarden creature within 30 feet of the suvarden attempts an attack roll, skill check, or saving throw
Effect The suvarden interferes with the triggering creature's action, pushing it toward a specific outcome. The suvarden decides on a favorable or an unfavorable outcome. With a favorable outcome, the creature rolls the triggering check a second time and takes the higher result; this is a fortune effect. With an unfavorable outcome, the creature rolls the triggering check a second time and takes the lower result; this is a misfortune effect. Regardless of the outcome, the triggering creature becomes immune to Reweave Fate for 1 day.
Web of Fate
(primal)The suvarden creates a web spun from the threads of fate in a 10-foot burst within 30 feet. The squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt a DC 25 will save.
Critical Success The creature is unaffected and doesn't need to attempt further saving throws against the web.
Success The creature is momentarily baffled by glimpses of possible futures and is Off-Guard for 1 round.
Failure Possibilities spun throughout the web overwhelm the creature. It becomes Confused for 1 round.
Critical Failure As failure, but the duration is 1 minute and the creature is Sickened 1 while it's confused.
Primal Innate Spells (DC 25, +17 to hit)
Cantrips (4th Level): Guidance, Know Direction
1st Level: True Strike
2nd Level: Augury
3rd Level: Hypercognition
While the Material Plane and the Dimension of Time remain distinct realities, the two share a powerful connection. Suvardens are living embodiments of this connection.
A Matter Of Time
Suvardens have a connection to the Dimension of Time, but exist more as natives of the Material Plane. As a result, they do not possess the Time trait. Suvardens refuse to elaborate on their place within existence and time. A suvarden first tries to maintain the order of cause and effect with its guidance, but when that fails, more powerful or cruel creatures increasingly get involved. Most agree that meeting a suvarden is preferable to encountering a hound of Tindalos or siktempora, although there certainly exist powerful suvardens as well.
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.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.