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UrvethCreature 18


Gargantuan​Darvakka​Shadow​Undead​Unholy​
Source Pathfinder Monster Core 2
Perception +32 (greater darkvision, lifesense (precise) 60 feet)
Languages Chthonian, Common, Diabolic, Necril, Telepathy 100 Feet
Skills Lore +31, Lore +31, Arcana +29, Athletics +35, Religion +32, Stealth +31
Str +10, Dex +5, Con +8, Int +5, Wis +6, Cha +6

AC 40; Fort +32; Reflex +29; Will +34;
HP 460 (void healing)
Speed 25 feet (burrow 60 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Weaknesses Holy 15, Silver 15
Resistances Cold 15

Jaws One Action +36 (+31, +26) to hit (magical, reach 15, unarmed) 2d10 Cold + 3d10+14 Slashing
Claw One Action +36 (+32, +28) to hit (agile, magical, reach 15, unarmed) 3d6+14 Slashing + 2d10 Cold
Stinger One Action +36 (+31, +26) to hit (magical, poison, reach 20) 3d6+14 Piercing + 2d10 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.

Telepathy 100 feet (aura, magical, mental)

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.

Lifesense 60 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Entropy's Shadow (aura, divine, void)

60 feet. Urveths leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 void damage with a DC 38 fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the urveth.

Reactive Strike Reaction

Claw only. An urveth gains 3 extra reactions each round that they can use only to make Reactive Strikes.

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.

Sunlight Powerlessness

A urveth 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.

Frenzy Two Actions

The urveth makes two claw Strikes and one stinger Strike in any order.

Swallow Whole One Action (attack)

Huge, (2d10+5) bludgeoning, Rupture 35

A living creature that ends its turn swallowed whole by an urveth becomes Drained 1 or increases its drained condition by 1, and the urveth gains 10 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Urveth Venom (poison)

Saving Throw DC 37 fortitude


Maximum Duration 6 rounds

Stage 1 3d6[void],2d6 poison3d6 void damage and 2d6 poison damage (1 round)

Stage 2 3d6[void],2d6 poison3d6 void damage and 2d6 poison damage, and Enfeebled 2 (1 round)

Stage 3 3d6[void],2d6 poison3d6 void damage and 2d6 poison damage, and Enfeebled 4 (1 round)

Improved Grab Free Action

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.


Divine Innate Spells (DC 40, +32 to hit)

Cantrips (9th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness (At Will)
4th Level: Fly (Constant)
6th Level: Truesight
7th Level: Eclipse Burst, Interplanar Teleport (to the Universe, Void, or Netherworld only)


An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep underground to hide from the sun, emerging under the cover of darkness to kill and consume.


Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who travel to the convergence of the Shadow Plane and the Void—where the power of nothingness obliterates them—these undead abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the Material Plane where nothing but ash and ice remain.

As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of vitality energy. On the Material Plane, they spend the hours of daylight hidden below ground, amid ruins, or submerged deep in the ocean's darkest chasms beyond the reach of the sun's rays, emerging when darkness shelters them overhead.

Darvakkas have an aura of entropy that attracts undead thralls to serve as warriors and heralds. They rarely seek alliances with each other or other creatures, existing in solitude as the heads of individual armies of the dead.


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.

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.