Ravener
Creature 21 (rare) — dragon, fire, primal, undead, unholy
The ravener presented here was once an ancient cinder dragon. Though their lifespans can measure in millennia, all dragons must eventually perish. While many do so on the blades or under the spells of dragonslayers, some manage to outlast their enemies and must, in time, face the truth that awaits all living creatures at the end of their natural life span. As with many other creatures, some dragons respond to such looming reminders of their own mortality poorly, and the particularly prideful or
Source: pathfinder-monster-core-2
Perception +37
Skills acrobatics +32, athletics +39, deception +38, diplomacy +38, intimidation +40, nature +32, stealth +35
Str
+9
Dex
+5
Con
+9
Int
+5
Wis
+6
Cha
+8
AC 47
Fort +38
Ref +34
Will +37
HP 500
Immunities bleed, death-effects, disease, fire, paralyzed, poison, sleep
Weaknesses cold 20, holy 20
Speed 60 feet, fly 180 feet
Offense
Melee Jaws +39, Damage 4d12+13 piercing plus 2d6 fire plus 2d6 void
Melee Horn +37, Damage 2d6 void plus 4d12+17 slashing
Melee Claw +39, Damage 4d10+13 slashing plus 2d6 void
Melee Tail +37, Damage 4d8+13 slashing plus 2d6 void
Melee Wing +37, Damage 4d8+13 slashing plus 2d6 void
Abilities
Smoke Vision — Smoke doesn't impair a cinder ravener's vision; it ignores the Concealed condition from smoke.
Soulsense 60 feet — A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense.
+2 Status to All Saves vs. Primal —
Cowering Fear (aura, emotion, fear, mental) — 90 feet. DC 42 Will
A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least Frightened 2 or more as a result of the ravener's frightful presence, it's also Immobilized from the fear.
Frightful Presence
Discorporate (primal) —
Reactive Strike (Jaws Only) — Reactive Strike
Soul Ward — 200 HP
An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, Void Breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk.
Void Healing — Negative Healing
All Becomes Flame (curse, fire, primal) — The ravener curses a creature within 60 feet to have their magic replaced with primordial flames. The creature must attempt a DC 42 Will save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected.
**Success** The creature is cursed for 1 round. While cursed, any spells that the creature casts gain the fire trait and have their damage type changed to fire damage, regardless of the original damage type or types of the spell. Additionally, any magical items that the cursed target holds or wields are affected in the same manner, such as changing the cold damage of a frost rune to fire damage. The cursed creature can attempt to temporarily suppress the curse as an action, which has the concentrate trait. If the creature succeeds a DC 42 Will save, the curse is suppressed until the end of their turn.
**Failure** As success, but the curse's duration is 1 hour.
**Critical Failure** As success, but the curse's duration is 1 day, and the DC to suppress the curse increases to DC 44.
Consume Soul (death, primal) — **Critical Success** The creature is unaffected.
**Success** The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are Drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level.
**Failure** As success, but the creature's soul is ravaged. The creature is Drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level.
**Critical Failure** As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via powerful magic such as a wish ritual, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.
Manipulate Flames (fire, primal) — The ravener intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 5d6 fire damage.
Vicious Criticals — The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a DC 42 Fortitude save or gain the Drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.
Void Breath (primal, void) — The ravener breathes a blast of necrotic flame that deals 20d6 fire plus 4d6 persistent void damage (DC 44 Reflex save). A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If a creature is drained by the ravener's Void Breath, the ravener's soul ward gains 5 HP. The ravener can't use Void Breath again for 1d4 rounds.
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