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Sulvik

Creature 9 (unique) — undead, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDundead

Source: blood-lords-bestiary (Pre-Remaster)

Perception +21; darkvision
Languages common, necril
Skills athletics +21, intimidation +19, stealth +18
Str
+6
Dex
+3
Con
+4
Int
-2
Wis
+3
Cha
+4
AC 27 Fort +21 Ref +16 Will +16
HP 190 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances piercing 10, slashing 10
Speed 35 feet

Offense

Melee Claw (reach-10, unarmed) +21, Damage 2d10 + 12 slashing plus Grab
Melee Tongue (agile, reach-10) +21, Damage 1d4 bludgeoning plus Paralysis

Abilities

Independent Brains — Each of Sulvik's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls its own tongue and one of Sulvik's arms, but both can move the legs. Any ability that would sever Sulvik's head (such as the Vorpal weapon property) doesn't cause him to die if he has his other head, but does cause him to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of Sulvik's heads.
Attack of Opportunity
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.
Mohrg Spawn — When Sulvik kills a living creature of 8th level or less, that creature rises as a Mohrg after 1d4 rounds, on its turn. This mohrg spawn is under Sulvik's command. If Sulvik is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.
Paralysis (incapacitation, occult) — A living creature hit by Sulvik's tongue Strike must succeed at a DC 28 Fortitude save or become Paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.
Grab

WORKS WELL WITH

CrasherLANDAmplifies numbers advantage with dual-head action economy while the Crasher adds damage output.
WeaverLANDForces enemies into the Anvil's reach and paralysis range through control positioning.
ShadeLANDDivides enemy priority between the visible Anvil line and hidden threats.

PUNISHES

✖ low Fortitude✖ careless movement✖ attrition play
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #182: Graveclaw.

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