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There is a Legacy version here.

Urveth (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

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 UrvethCreature 17

Gargantuan Darvakka Shadow Undead Unholy 
Source Monster Core 2 pg. 86
Perception +30; greater darkvision, lifesense 60 feet
Languages Chthonian, Common, Diabolic, Necril; telepathy 100 feet
Skills Arcana +27, Athletics +33, Netherworld Lore +29, Religion +30, Stealth +29, Void Lore +29
Str +10, Dex +5, Con +8, Int +5, Wis +6, Cha +6
AC 38; Fort +30, Ref +27, Will +32
HP 440 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances cold 15; Weaknesses holy 15, silver 15
Entropy's Shadow (aura, divine, void) 60 feet. Darvakkas leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 5d6 void damage with a DC 36 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.Reactive Strike [reaction] claw only. An urveth gains 3 extra reactions each round that they can use only to make Reactive Strikes.
Speed 25 feet, burrow 60 feet, fly
Melee [one-action] jaws +34 [+29/+24] (magical, reach 15 feet), Damage 3d10-2+14 slashing plus 2d10 cold and Improved GrabMelee [one-action] claw +34 [+30/+26] (agile, magical, reach 15 feet), Damage 3d6-2+14 slashing plus 2d10 coldMelee [one-action] stinger +34 [+29/+24] (poison, magical, reach 20 feet), Damage 3d6-2+14 piercing plus 2d10 cold and urveth venomDivine Innate Spells DC 38 (-4 dmg); 8th eclipse burst, harm (×3), interplanar teleport (to the Universe; the Void; or the Netherworld only), truesight; 4th darkness (at will); Cantrips (9th) detect magic; Constant (9th) fly
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 35 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 void damage and 2d6 poison damage (1 round); Stage 2 3d6 void damage, 2d6 poison damage, and enfeebled 2 (1 round); Stage 3 3d6 void damage, 2d6 poison damage, and enfeebled 4 (1 round)

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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