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Sykever

Creature 15 — darvakka, shadow, undead, unholy

The most common darvakkas are sykevers, walkers in the night. Bloodthirsty but calculating, they lead legions of dead into battle on the Material Plane, working toward the simple goal of ending all life. 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

Source: pathfinder-monster-core-2

Perception +29
Skills arcana +27, athletics +29, intimidation +28, religion +27, stealth +27
Str
+8
Dex
+4
Con
+6
Int
+6
Wis
+6
Cha
+7
AC 37 Fort +25 Ref +25 Will +31
HP 335
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Resistances cold 10
Weaknesses holy 10, silver 10
Speed 40 feet, fly 40 feet

Offense

Melee Horn +31, Damage 3d8+12 bludgeoning plus 1d10 cold plus 2d8 bleed

Abilities

Greater Darkvision — Greater Darkvision
Telepathy 100 feet (aura, magical, mental) — Telepathy
Lifesense 60 feet — Lifesense
Constant Spells — Constant Spells
Entropy's Shadow (aura, divine, void) — 40 feet. Sykevers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 void damage with a DC 33 Fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the sykever.
Sunlight Powerlessness — A sykever caught in sunlight is Stunned 2 and Clumsy 2.
Void Healing — Negative Healing
Change Posture — The sykever changes between their bipedal and quadrupedal stance. In their bipedal stance, the sykever can use all the abilities in their stat block except Horned Rush. In their quadrupedal stance, the sykever has a Speed of 80 feet but can't make arm spike Strikes, Disarm, cast spells, or use Crush Item.
Crush Item
Draining Gaze (concentrate, divine, visual) — The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 36 Will save. Regardless of the result, the target is temporarily immune for 10 minutes. **Critical Success** The target is unaffected. **Success** The target is Enfeebled 2 for 1 round if the sykever is in bipedal stance, or Clumsy 2 for 1 round if the sykever is in quadrupedal stance. **Failure** As success, but the effect lasts 1 minute. **Critical Failure** As success, but Enfeebled 3 or Clumsy 3, and the effect lasts 10 minutes.
Horned Rush

Spells

Interplanar Teleport (to the Universe, Void, or Netherworld only) (rank 7)
Truesight (rank 6)
Fly (Constant) (rank 4)
Paralyze (rank 3)
Darkness (At Will) (rank 2)
Invisibility (rank 2)
Detect Magic (rank 1)
Harm (rank 1)

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