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Urveth

Creature 18 — darvakka, shadow, undead, unholy

AnvilSnareLANDSUBTERRANEANundeadunholyshadowvoidpoison

An urveth is a massive, four-armed burrowing terror with a wormlike body and gaping maw that devours everything it can. Urveths burrow deep underground to hide from the sun, emerging under the cover of darkness to kill and consume. 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 ab

Source: pathfinder-monster-core-2

Perception +32; greater-darkvision, lifesense 60 feet
Languages chthonian, common, diabolic, necril; telepathy 100 feet
Skills arcana +29, athletics +35, Netherworld Lore +31, religion +32, stealth +31, Void Lore +31
Str
+10
Dex
+5
Con
+8
Int
+5
Wis
+6
Cha
+6
AC 40 Fort +32 Ref +29 Will +34
HP 460 (void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Resistances cold 15
Weaknesses holy 15, silver 15
Speed 25 feet, burrow 60 feet (fly)

Offense

Melee Jaws (magical, reach-15, unarmed) +36, Damage 3d10+14 slashing plus 2d10 cold plus Improved Grab
Melee Claw (agile, magical, reach-15, unarmed) +36, Damage 3d6+14 slashing plus 2d10 cold
Melee Stinger (magical, poison, reach-20) +36, Damage 3d6+14 piercing plus 2d10 cold plus Urveth Venom

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) — 60 feet. Urveths leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 void damage with a DC 38 Fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the urveth.
Reactive Strike — Claw only. An urveth gains 3 extra reactions each round that they can use only to make Reactive Strikes.

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.
Sunlight Powerlessness — A urveth 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.
Frenzy — The urveth makes two claw Strikes and one stinger Strike in any order.
Swallow Whole (attack) — Huge, 2d10+5 bludgeoning, Rupture 35

A living creature that ends its turn swallowed whole by an urveth becomes Drained 1 or increases its drained condition by 1, and the urveth gains 10 temporary Hit Points. A creature whose drained condition increases to 5 in this way dies.

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Urveth Venom (poison) — Saving Throw DC 37 Fortitude

Maximum Duration 6 rounds

Stage 1 3d6 void plus 2d6 poison{3d6 void damage and 2d6 poison damage} (1 round)

Stage 2 3d6 void plus 2d6 poison{3d6 void damage and 2d6 poison damage}, and Enfeebled 2 (1 round)

Stage 3 3d6 void plus 2d6 poison{3d6 void damage and 2d6 poison damage}, and Enfeebled 4 (1 round)
Improved Grab
Divine Innate Spells DC 40, attack +32
7th Eclipse Burst, Interplanar Teleport (to the Universe, Void, or Netherworld only)
6th Truesight
4th Fly (Constant)
2nd Darkness (At Will)
1st Harm (×3)
Cantrips (7th) Detect Magic

WORKS WELL WITH

SniperLAND / SUBTERRANEANA ranged striker can pick off targets pinned in place while this bulky anvil forces melee engagement and eats Reactive Strikes.
ShadeLAND / SUBTERRANEANAn ambush skirmisher can slip past the anvil's front line while attention is locked on the swallowing threat.
WeaverLAND / SUBTERRANEANA caster that lowers Will saves compounds the pressure of the void aura the anvil already applies.

PUNISHES

✖ clumping✖ melee reliance✖ low Fortitude
Avoid stacking another burrow-bound anvil; the fight already stalls around one grappling front-liner.
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 Monster Core 2.

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