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There is a Legacy version here.

Vanyver (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 to another of their kind or to 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 enact, but they will quickly turn on anyone 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

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak VanyverCreature 12

Huge Darvakka Shadow Undead Unholy 
Source Monster Core 2 pg. 84
Perception +24; greater darkvision, lifesense 60 feet
Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet
Skills Acrobatics +23, Arcana +21, Athletics +25, Netherworld Lore +23, Religion +22, Stealth +23, Void Lore +23
Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +5
AC 32; Fort +27, Ref +21, Will +20
HP 255 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 10; Weaknesses holy 10, silver 10
Entropy's Shadow (aura, divine, void) 40 feet. Darvakkas 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 28 basic Fortitude save. If it fails, it's also enfeebled 1 for 1 minute and pulled 10 feet toward the darvakka.Sunlight Powerlessness A darvakka caught in sunlight is stunned 2 and clumsy 2 as long as it remains in the sunlight.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 +25 [+20/+15] (magical, reach 10 feet), Damage 3d10-2+11 piercing plus 1d10 cold and Drain MagicMelee [one-action] talon +25 [+20/+15] (magical, reach 10 feet), Damage 3d10-2+11 bludgeoning plus 1d10 cold and GrabMelee [one-action] wing +25 [+21/+17] (agile, magical, reach 15 feet), Damage 3d6-2+11 bludgeoning plus 1d10 coldDivine Innate Spells DC 32 (-4 dmg); 7th interplanar teleport (to the Universe; the Void; or the Netherworld only); 6th dispel magic (at will), harm (×3); 4th darkness, see the unseen; Cantrips (7th) detect magic
Constrict l 3d10+5 piercing, DC 33 [one-action] Drain 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 rank 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 (Nightstrider)15
Darvakka, Umbraex21
Urveth (Nightcrawler)18
Vanyver (Nightwing)13

Darvakka

Source Monster Core 2 pg. 84
Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. They form from creatures of the Outer Planes who travel to the convergence of the Netherworld and the Void, where the power of nothingness obliterates them. These undead abominations are the physical embodiment of entropy and burn with an intense hatred for all life, working to bring a final, dark night to the Universe where nothing but ash and ice remains.

As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of life energy. When traveling in the Universe, 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 whenever 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 dangerous, and ones more powerful even than nasurgeths doubtless exist—darvakkas that may be as prominent and powerful as horrific demigods.

Sidebar - Locations The End of Reality

In the deepest reaches of darkness, where the Netherworld and the Void 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 upon itself, is where darvakkas form.

Shelyn's Corner

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