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There is a Legacy version here.

Sykever (Nightstrider)

The most common darvakkas are sykevers, dauntless warriors who can march on two limbs or four. Their forelimbs end in curved, excruciatingly sharp spikes instead of hooves or hands. Bloodthirsty but calculating, they lead legions of dead into battle in the Universe, 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

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 SykeverCreature 14

Huge Darvakka Shadow Undead Unholy 
Source Monster Core 2 pg. 85
Perception +27; greater darkvision, lifesense 60 feet
Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet
Skills Arcana +25, Athletics +27 (+29 to Disarm), Intimidation +26, Netherworld Lore +25, Religion +25, Stealth +25, Void Lore +25, Warfare Lore +25
Str +8, Dex +4, Con +6, Int +6, Wis +6, Cha +7
AC 35; Fort +23, Ref +23, Will +29
HP 290 (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 4d6 void damage with a DC 31 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.
Speed 40 feet; fly
Melee [one-action] horn +29 [+24/+19] (magical, reach 10 feet), Damage 3d8-2+12 bludgeoning plus 1d10 cold and 2d8 persistent bleedMelee [one-action] arm spike +29 [+25/+21] (agile, magical, reach 10 feet), Damage 3d8-2+12 piercing plus 1d10 coldDivine Innate Spells DC 34 (-4 dmg); 7th harm (×3), interplanar teleport (to the Universe; the Void; or the Netherworld only), paralyze; 6th truesight; 4th darkness (at will), invisibility (×3); Cantrips (8th) detect magic; Constant (8th) fly
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, visual) The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 34 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.

Sidebar - Additional Lore The Bound One

Hidden beneath the necromantic colleges of Yled in the nation of Geb are a trio of sykevers held in magical stasis alongside an ancient darvakka known only as the Bound One. This creature, ensnared by Geb himself, serves as an unending pool of void energy, immensely useful for magical experiments and empowering other undead servitors around the nation. The four darvakkas await the day Geb calls upon them once more.

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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