VanyverCreature 13
Source Pathfinder Monster Core 2
Perception +26 (greater darkvision, lifesense (precise) 60 feet)
Languages Chthonian, Common, Diabolic, Necril, Telepathy 100 Feet
Skills Lore +25, Lore +25, Acrobatics +23, Arcana +23, Athletics +27, Religion +24, Stealth +25
Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +5
AC 34; Fort +29; Reflex +23; Will +22;
HP 275 (void healing)
Speed 25 feet (fly 60 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Weaknesses Holy 10, Silver 10
Resistances Cold 10
Talon
+27 (+22, +17) to hit (magical, reach 10, unarmed) 1d10 Cold + 3d10+11 BludgeoningWing
+27 (+23, +19) to hit (agile, magical, reach 15) 3d6+11 Bludgeoning + 1d10 ColdJaws
+27 (+22, +17) to hit (magical, reach 10, unarmed) 1d10 Cold + 3d10+11 PiercingGreater 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 feetLifesense 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.
Catching Bite
Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon
Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements.
Drain Magic
Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect
Effect The vanyver casts an innate Dispel Magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract rank of the effect that was counteracted.
Entropy's Shadow (aura, divine, void)40 feet. Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 void damage with a DC 30 fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.
SnatchThe vanyver can Fly at half Speed while they have a creature Grabbed or Restrained in either or both of their talons, carrying that creature along with them.
Sunlight PowerlessnessA vanyver caught in sunlight is Stunned 2 and Clumsy 2.
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.
Constrict
(3d10+5) piercing DC 33 fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab
Requirements The monster's last action was a successful Strike that lists 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. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Divine Innate Spells (DC 34, +26 to hit)
Cantrips (7th Level): Detect Magic
1st Level: Harm
2nd Level: Darkness, Dispel Magic (At Will), See the Unseen
7th Level: Interplanar Teleport (to the Universe, Void, or Netherworld only)
Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas, and the most likely to submit to a master, either another of their kind or a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they can enact but will quickly turn on any master they feel falters in this goal.
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
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.
DarvakkaEntropic undead creatures twisted by the Netherworld and the Void.
ShadowThis magic involves shadows or the energy of the Netherworld.
UndeadOnce 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.
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.