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PFS RestrictedVanyver (Nightwing)

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 feel falters in this goal.

Recall Knowledge - Undead (Religion): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

VanyverCreature 13

Legacy Content

CE Huge Darvakka Shadow Undead 
Source Book of the Dead pg. 82
Perception +13; greater darkvision, lifesense 60 feet
Languages Abyssal, Common, Infernal, Necril; telepathy 100 feet
Skills Acrobatics +10, Arcana +10, Athletics +14, Negative Energy Plane Lore +12, Religion +11, Shadow Plane Lore +12, Stealth +12
Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +5
AC 21; Fort +16, Ref +10, Will +9
HP 295 (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. Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 negative damage with a DC 17 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.Sunlight Powerlessness A vanyver caught in sunlight is stunned 2 and clumsy 2.Catching Bite [reaction] Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon; Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements.
Speed 25 feet, fly 60 feet
Melee [one-action] jaws +14 [+9/+4] (magical, reach 10 feet), Damage 3d10+11 piercing plus 1d10 cold and Drain MagicMelee [one-action] talon +14 [+9/+4] (magical, reach 10 feet), Damage 3d10+11 bludgeoning plus 1d10 cold and GrabMelee [one-action] wing +14 [+10/+6] (agile, magical, reach 15 feet), Damage 3d6+11 bludgeoning plus 1d10 coldDivine Innate Spells DC 21; 7th plane shift (to Material Plane; Negative Energy Plane; or Shadow Plane only); 6th dispel magic (at will), harm (×3); 4th darkness, see invisibility; Cantrips (7th) detect magic
Constrict [one-action] 3d10+5 piercing, DC 20Drain Magic [one-action] Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect; Effect The vanyver casts an innate dispel magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract level of the effect that was counteracted.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.

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.