Sykever
Creature 15 — darvakka, shadow, undead, unholy
AnvilCrasherLANDAERIALundeadshadowunholycold
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; greater-darkvision, lifesense 60 feet
Languages chthonian, common, diabolic, necril; telepathy 100 feet
Skills arcana +27, athletics +29 (+31 to Disarm), intimidation +28, Netherworld Lore +27, religion +27, stealth +27, Void Lore +27, Warfare Lore +27
Str
+8
Dex
+4
Con
+6
Int
+6
Wis
+6
Cha
+7
AC 37
Fort +25
Ref +25
Will +31
HP 335 (void healing)
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 (magical, reach-10, unarmed) +31, Damage 3d8+12 bludgeoning plus 1d10 cold plus 2d8 bleed
Abilities
Greater 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 feet — Lifesense 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.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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 — 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.
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.
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 —
Divine Innate Spells DC 36, attack +28
7th Interplanar Teleport (to the Universe, Void, or Netherworld only)
6th Truesight
4th Fly (Constant)
3rd Paralyze
2nd Darkness (At Will), Invisibility (×3)
1st Harm (×3)
Cantrips (7th) Detect Magic
WORKS WELL WITH
SniperLAND / AERIALA ranged attacker stays outside the punishing aura while the horn's reach and the aura itself deter anyone who tries to close in.
WeaverLAND / AERIALA caster stacking Will-targeting effects adds pressure alongside the sykever's own gaze attack, splitting the party's saves across two threats.
FlankerLANDA mobile flanker exploits Off-Guard while the sykever's reach and aura keep melee allies off balance and repositioning.
PUNISHES
✖ melee reliance✖ clumping✖ low Fortitude
Avoid stacking with another large aura-denial Anvil; redundant punishing zones don't add meaningfully different pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Sykever in the encounter builder — free, no install.
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