🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

UmbraexCreature 21


RareGargantuanChaoticColdDarvakkaEvilShadowUndeadUnholy
Source Pathfinder #185: A Taste of Ashes
Perception +36 (greater darkvision, lifesense (precise) 100 feet)
Languages Chthonian, Common, Diabolic, Necril, (can't Speak Any Language); Telepathy 100 Feet
Skills Lore +39, Lore +37, Arcana +36, Athletics +38, Intimidation +40, Religion +36
Str +9, Dex +7, Con +10, Int +8, Wis +7, Cha +8

AC 45; Fort +38; Reflex +32; Will +35;
HP 450 (ashen rise, void healing, regeneration 20 (deactivated by fire or holy)
Speed 25 feet (fly 70 feet)
Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious
Weaknesses Fire 15, Holy 15, Silver 15

Beak One Action +38 (+33, +28) to hit (magical, reach 20, unarmed) 2d10+12 Piercing + 2d10 Cold
Talon One Action +38 (+34, +30) to hit (agile, magical, reach 20, unarmed) 2d8+10 Piercing + 2d10 Cold
Icy Blast One Action +37 (+32, +27) to hit (cold, magical) 8d6 Cold

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. A creature with greater darkvision can see through even forms of magical darkness.

Lifesense 100 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Regeneration 20 (Deactivated by Fire or Holy)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Ashen Rise (divine)

When an umbraex is destroyed, its body discorporates into fine ash before being restored, fully healed, 1d4 rounds later. An umbraex can't use this ability as long as its remains are within an area consecrated to a good deity or an area of bright light. The umbraex can't use Ashen Rise again for 1 day.

Entropy's Shadow (aura, divine, void)

40 feet. Umbraex leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 8d6 void damage with a DC 42 fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.

Sunlight Powerlessness

An umbraex caught in sunlight is Stunned 2 and Clumsy 2.

Void Healing

A 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.

Life-Siphoning Screech Three Actions (occult)

The umbraex Flies, shrieking as it passes its enemies. Creatures within 20 feet of the umbraex's flight path take 22d6 mental damage depending on their DC 45 fortitude save.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Drained 1.

Failure The creature takes full damage and is Drained 2.

Critical Failure The creature takes double damage and is drained 2 and Doomed 1.


Divine Innate Spells (DC 44, +36 to hit)

Cantrips (10th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness (At Will)
6th Level: True Seeing
7th Level: Eclipse Burst, Plane Shift (to the Universe, Void, or Netherworld only)


An umbraex appears at first glance to be a massive, majestic bird, much like a phoenix. Instead of compassion and warmth, however, it seethes with cold and hate. The umbraex is among the largest of the nihilistic undead called darvakkas.


Traits

Rare

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.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Darvakka

Entropic undead creatures twisted by the Netherworld and the Void.

Shadow

This magic involves shadows or the energy of the Netherworld.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

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.