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Sulvik

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

SulvikCreature 9

Legacy Content

Unique CE Large Undead 
Source Pathfinder #182: Graveclaw pg. 56
Variant ettin mohrg
Perception +12; darkvision
Languages Common, Necril
Skills Athletics +12, Intimidation +10, Stealth +9
Str +6, Dex +3, Con +4, Int -2, Wis +3, Cha +4
Independent Brains Each of Sulvik's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls its own tongue and one of Sulvik's arms, but both can move the legs. Any ability that would sever Sulvik's head (such as the vorpal weapon property) doesn't cause him to die if he has his other head, but does cause him to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of Sulvik's heads.Perception +11; darkvision
AC 18; Fort +12, Ref +7, Will +7
HP 190 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances piercing 10, slashing 10
Mohrg Spawn (occult, necromancy) When Sulvik kills a living creature of 8th level or less, that creature rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under Sulvik's command. If Sulvik is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones.Attack of Opportunity [reaction]
Speed 35 feet
Melee [one-action] claw +12 [+7/+2] (reach 10 feet), Damage 2d10+12 slashing plus GrabMelee [one-action] tongue +12 [+8/+4] (agile, reach 10 feet), Effect paralysisParalysis (incapacitation, necromancy, occult) A living creature hit by Sulvik's tongue Strike must succeed at a DC 19 Fortitude save or become paralyzed. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt.