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Vanyver

Creature 13 — darvakka, shadow, undead, unholy

CrasherSnareLANDAERIALundeadshadowunholycoldvoid

Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas, and the most likely to submit to a master, either another of their kind or a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they can enact but will quickly turn on any master they f

Source: pathfinder-monster-core-2

Perception +26; greater-darkvision, lifesense 60 feet
Languages chthonian, common, diabolic, necril; telepathy 100 feet
Skills acrobatics +23, arcana +23, athletics +27, Netherworld Lore +25, religion +24, stealth +25, Void Lore +25
Str
+8
Dex
+4
Con
+6
Int
+4
Wis
+5
Cha
+5
AC 34 Fort +29 Ref +23 Will +22
HP 275 (void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Resistances cold 10
Weaknesses holy 10, silver 10
Speed 25 feet, fly 60 feet

Offense

Melee Talon (magical, reach-10, unarmed) +27, Damage 3d10+11 bludgeoning plus 1d10 cold plus Grab
Melee Wing (agile, magical, reach-15) +27, Damage 3d6+11 bludgeoning plus 1d10 cold
Melee Jaws (magical, reach-10, unarmed) +27, Damage 3d10+11 piercing plus 1d10 cold plus Drain Magic

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.
Catching Bite
Drain Magic
Entropy's Shadow (aura, divine, void) — 40 feet. Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 void damage with a DC 30 Fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.
Snatch — The vanyver can Fly at half Speed while they have a creature Grabbed or Restrained in either or both of their talons, carrying that creature along with them.
Sunlight Powerlessness — A vanyver 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.
Constrict — 3d10+5 piercing DC 33 Fortitude

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Grab
Divine Innate Spells DC 34, attack +26
7th Interplanar Teleport (to the Universe, Void, or Netherworld only)
2nd Darkness, Dispel Magic (At Will), See the Unseen
1st Harm (×3)
Cantrips (7th) Detect Magic

WORKS WELL WITH

AnvilLAND / AERIALA frontline tank keeps other enemies focused while this creature isolates and carries off a single target.
WeaverLAND / AERIALAdditional spellcasting control compounds with the aura's enfeeblement on anyone nearby.
SniperLAND / AERIALRanged support punishes a target left immobilized after being Grabbed and carried aloft.

PUNISHES

✖ isolated targets✖ melee reliance✖ clumping
Works well with · Punishes · Pairing advice Unlock with Tactics

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