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PFS RestrictedSykever (Nightwalker)

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.

Recall Knowledge - Undead (Religion): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

SykeverCreature 15

Legacy Content

CE Huge Darvakka Shadow Undead 
Source Book of the Dead pg. 83
Perception +14; greater darkvision, lifesense 60 feet
Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet
Skills Arcana +12, Athletics +14, Intimidation +13, Negative Energy Plane Lore +12, Religion +12, Shadow Plane Lore +12, Stealth +12, Warfare Lore +12
Str +8, Dex +4, Con +6, Int +6, Wis +6, Cha +7
AC 22; Fort +10, Ref +10, Will +16
HP 335 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 10; Weaknesses good 10, silver 10
Entropy's Shadow (aura, divine, necromancy, negative) 40 feet. Sykever leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 negative damage with a DC 18 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the skyever.Sunlight Powerlessness A skyever caught in sunlight is stunned 2 and clumsy 2.
Speed 40 feet, air walk
Melee [one-action] horn +16 [+11/+6] (magical, reach 10 feet), Damage 3d8+12 bludgeoning plus 1d10 cold and 2d8 persistent bleedMelee [one-action] arm spike +16 [+12/+8] (agile, magical, reach 10 feet), Damage 3d8+12 piercing plus 1d10 coldDivine Innate Spells DC 21; 7th harm (×3), paralyze, plane shift (to Material Plane; Negative Energy Plane; or Shadow Plane only); 6th true seeing; 4th darkness (at will), invisibility (×3); Cantrips (8th) detect magic; Constant (8th) air walk
Change Posture [one-action] 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 [reaction] Trigger The sykever gets a critical success to Disarm; Requirements The sykever is in their bipedal stance; Effect The sykever snatches the item and pierces it with their arm spikes. The item becomes broken and falls to the ground in the sykever's space. Items that are already broken aren't further damaged, and an item with 14 or higher Hardness is unaffected.Draining Gaze [one-action] (concentrate, divine, necromancy, visual) The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 21 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 [one-action] Requirements The sykever is in their quadrupedal stance; Effect The sykever Strides and then makes a horn Strike.

All Monsters in "Darvakka"

NameLevel
Nasurgeth (Nightwave)20
Sykever (Nightwalker)15
Darvakka, Umbraex21
Urveth (Nightcrawler)18
Vanyver (Nightwing)13

Darvakka

Source Book of the Dead pg. 82
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 Negative Energy Plane—where the power of nothingness obliterates them—these undead abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the Material Plane where nothing but ash and ice remain.

As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of positive energy. On the Material Plane, they spend the hours of daylight hidden below ground, amid ruins, or submerged deep in the ocean's darkest chasms beyond the reach of the sun's rays, emerging when darkness shelters them overhead.

Darvakkas have an aura of entropy that attracts undead thralls to serve as warriors and heralds. They rarely seek alliances with each other or other creatures, existing in solitude as the heads of individual armies of the dead.

Sidebar - Additional Lore Creating Nothing

Darvakkas are made from the quintessence, spiritual essence made manifest in physical form, of fiends cast into the void at reality's end. The death of their immortal soul causes the creature to be consumed, catalyzing a change that scrambles them into an entirely new being that retains nothing of their previous self.

Sidebar - Related Creatures Other Darvakkas

The darvakkas presented on these pages aren't the only ones of their kind. Others exist, most having forms like animals, from tromping hounds to skittering arachnids. All their kind are greatly powerful, and ones more powerful even than nasurgeths doubtless exist—darvakkas who may even be akin to horrific demigods.

Sidebar - Geb The Bound One

A darvakka bound to the yoke is an incredible weapon. I have four. Only my necromantic colleges of Yled can contain them in magical stasis: a trio of sykevers alongside an ancient darvakka I simply call The Bound One. Ensnaring him secured, for my purposes, an unending pool of negative energy. We shall see if it becomes necessary to call on their services more directly and loosen their leashes.

Sidebar - Locations The End of Reality

In the deepest reaches of darkness, where the Plane of Shadow and the Negative Energy Plane meet, is a single fixed point where reality comes to an end. This planar juncture, a chasm of solid entropy formed into crystals by the weight of the infinite compressing eternally in upon itself, is where darvakka form.