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PFS RestrictedUrveth (Nightcrawler)

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.

Recall Knowledge - Undead (Religion): DC 38
Unspecific Lore: DC 36
Specific Lore: DC 33

Elite | Normal | Weak
Proficiency without Level

UrvethCreature 18

Legacy Content

CE Gargantuan Darvakka Shadow Undead 
Source Book of the Dead pg. 84
Perception +14; greater darkvision, lifesense 60 feet
Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet
Skills Arcana +11, Athletics +17, Negative Energy Plane Lore +13, Religion +14, Shadow Plane Lore +13, Stealth +13
Str +10, Dex +5, Con +8, Int +5, Wis +6, Cha +6
AC 22; Fort +14, Ref +11, Will +16
HP 460 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 15; Weaknesses good 15, silver 15
Entropy's Shadow (aura, divine, necromancy, negative) 60 feet. Urveth leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 negative damage with a DC 20 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the urveth.Sunlight Powerlessness An urveth caught in sunlight is stunned 2 and clumsy 2.Attack of Opportunity [reaction] Claw only. An urveth gains 3 extra reactions each round that they can use only to make Attacks of Opportunity.
Speed 25 feet, burrow 60 feet, air walk
Melee [one-action] jaws +18 [+13/+8] (magical, reach 15 feet), Damage 3d10+14 slashing plus 2d10 cold and Improved GrabMelee [one-action] claw +18 [+14/+10] (agile, magical, reach 15 feet), Damage 3d6+14 slashing plus 2d10 coldMelee [one-action] stinger +18 [+13/+8] (poison, magical, reach 20 feet), Damage 3d6+14 piercing plus 2d10 cold and urveth venomDivine Innate Spells DC 22; 8th harm (×3); 7th eclipse burst, plane shift (to Material Plane; Negative Energy Plane; or Shadow Plane only), true seeing; 4th darkness (at will); Cantrips (9th) detect magic; Constant (9th) air walk
Frenzy [two-actions] The urveth makes two claw Strikes and one stinger Strike in any order.Swallow Whole [one-action] 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.Urveth Venom (poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 negative damage and 2d6 poison damage (1 round); Stage 2 3d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round); Stage 3 3d6 negative damage, 2d6 poison damage, and enfeebled 4 (1 round)

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.