Urbulinex
Creature 18 (unique) — dragon, shadow, undead, unholy
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDAERIALdragonshadowundeadunholyvoidfear
Source: blood-lords-bestiary (Pre-Remaster)
Perception +33; greater-darkvision, scent (imprecise) 60 feet; soulsense 60 feet
Languages common, draconic, necril, shadowtongue
Skills acrobatics +28, athletics +35, deception +31, intimidation +31, nature +28, religion +31, stealth +30
Str
+9
Dex
+5
Con
+6
Int
+5
Wis
+6
Cha
+5
AC 41
Fort +31
Ref +29
Will +31
+1 status to all saves vs. magic
HP 345 (Soul Ward)
Immunities bleed, death-effects, disease, paralyzed, poison, sleep, unconscious
Weaknesses holy 15
Speed 50 feet, fly 180 feet
Offense
Melee Jaws (magical, reach-15, unarmed) +34, Damage 3d10+15 piercing plus 5d6 void
Melee Claw (agile, magical, reach-10, unarmed) +34, Damage 3d10+15 slashing plus 2d6 void
Melee Tail (magical, reach-20) +32, Damage 3d12+15 slashing plus 2d6 void
Melee Wing (agile, magical, reach-15) +32, Damage 2d10+15 slashing plus 2d6 void
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.
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.
Attack of Opportunity (Jaws Only) — Jaws only.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Cowering Fear (aura, emotion, fear, mental) — 90 feet. DC 37 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 is also Immobilized from the fear.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
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 is also Immobilized from the fear.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Discorporate (divine) —
Soul Ward — An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points.
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, ravenous 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 untyped 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.
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, ravenous 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 untyped 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 — 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.
Consume Soul (death, divine) — 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 a 10th-rank effect such as Miracle or Wish, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.
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 a 10th-rank effect such as Miracle or Wish, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.
Draconic Frenzy — The ravener makes two claw Strikes and one wing Strike in any order.
Draconic Momentum — The ravener recharges their Breath Weapon whenever they score a critical hit with a Strike.
Ghost Bane — The ravener's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune, and the ravener's jaws deal an additional 6d6 force damage to undead.
Ravenous Breath Weapon — The ravener breathes in one of two ways. With either option, a creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If at least one creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 healing HP. The ravener can't use Breath Weapon again for 1d4 rounds.
Void (necromancy, primal, void) The ravener breathes a blast of darkness in a 40-foot cone that deals 17d6 void plus 4d6 persistent void{17d6 void damage plus 4d6 persistent void damage} (DC 39 Reflex save). Undead creatures take 22d6 force damage instead of the void damage.
Shadows (necromancy, primal, shadow) The ravener breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 39 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Enfeebled 2 for 1 round.
Failure The creature is enfeebled 2 for 1 minute.
Critical Failure The creature is enfeebled 2 for 1 minute and Blinded for 1 round.
Void (necromancy, primal, void) The ravener breathes a blast of darkness in a 40-foot cone that deals 17d6 void plus 4d6 persistent void{17d6 void damage plus 4d6 persistent void damage} (DC 39 Reflex save). Undead creatures take 22d6 force damage instead of the void damage.
Shadows (necromancy, primal, shadow) The ravener breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 39 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is Enfeebled 2 for 1 round.
Failure The creature is enfeebled 2 for 1 minute.
Critical Failure The creature is enfeebled 2 for 1 minute and Blinded for 1 round.
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 at a DC 37 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.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.
Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.
Primal Innate Spells DC 39, attack +31
6th Vampiric Exsanguination
5th Shadow Walk
2nd Darkness (At Will)
Cantrips (6th) Detect Magic
WORKS WELL WITH
SnareLAND / AERIALA controller that pins fleeing, Frightened targets in place stops them from escaping the reach of its multi-attack frenzy.
SniperLAND / AERIALA ranged attacker can finish off creatures the frightful presence has already driven into a panic.
FlankerLANDA ground-based skirmisher exploits the chaos while attention and Reactive Strikes are consumed by the dragon's reach and frenzy.
PUNISHES
✖ clumping✖ low Will saves✖ melee reliance
Pairing with another huge reach-based aerial brute crowds the same airspace and makes both easy to encircle.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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