Nasurgeth
Creature 20 — aquatic, darvakka, shadow, undead, unholy
Nasurgeths are hungry voids with glowing eyestalks and thousands of teeth. They lurk deep beneath the waves where the sunlight doesn't reach. At night, they ascend to the skies and rain destruction and ruin down on all the living. 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 abo
Source: pathfinder-monster-core-2
Perception +36
Skills arcana +36, athletics +39, religion +36, stealth +34
Str
+11
Dex
+6
Con
+7
Int
+8
Wis
+8
Cha
+7
AC 45
Fort +35
Ref +32
Will +36
HP 510
Immunities cold, death-effects, disease, paralyzed, poison, unconscious, bleed
Weaknesses holy 15, silver 15
Speed 0 feet, fly 60 feet, swim 80 feet
Offense
Melee Jaws +39, Damage 3d10+19 piercing plus 2d10 cold
Melee Tail +39, Damage 3d6+19 bludgeoning plus 2d10 cold
Abilities
Greater Darkvision — Greater Darkvision
Telepathy 100 feet (aura, magical, mental) — Telepathy
Lifesense 60 feet — Lifesense
Midnight Depths (aura, cold, darkness, divine, void) — 60 feet. A nasurgeth's entropy grows even stronger underwater. All water within the aura is completely dark (as 4th-rank Darkness). Magical light with a counteract rank of 4th level or lower, along with magical light cantrips, are suppressed. A living creature entering or starting its turn in the aura takes 4d6 void damage, and the creature also takes an additional 2d10 cold damage if it's in water (DC 39 Fortitude). If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the nasurgeth.
Spray Black Bile —
Sunlight Powerlessness — A nasurgeth caught in sunlight is Stunned 2 and Clumsy 2.
Void Healing — Negative Healing
Broken Barb —
Ravenous Void — The nasurgeth barrels forward with their mouth open, Swimming twice in a straight line and moving through the spaces of Huge or smaller creatures. The nasurgeth deals the damage of their jaws Strike to each creature whose space they enter (DC 45 Reflex). Any creature that critically fails is automatically Swallowed Whole.
Swallow Whole (attack) — Huge, 2d10+9 bludgeoning, Rupture 40
A living creature that ends its turn swallowed whole by a nasurgeth becomes Drained 1 or increases its drained condition by 1, and the nasurgeth gains 20 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.
Swallow Whole
Improved Grab — Improved Grab
Spells
Eclipse Burst (rank 7)
Interplanar Teleport (to the Universe, Void, or Netherworld only) (rank 7)
Truesight (rank 6)
Detect Magic (rank 1)
Harm (rank 1)
Run Nasurgeth in the encounter builder — free, no install.
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