Sykever

Creature 15
  • Huge
  • darvakka
  • shadow
  • undead
  • unholy
Perception
+29; greater darkvision, lifesense 60 feet
Languages
Chthonian, Common, Diabolic, Necril, telepathy 100 feet
Skills
Arcana +27, Athletics +29, Intimidation +28, Religion +27, Stealth +27, Void Lore +27, Warfare Lore +27
Str +8, Dex +4, Con +6, Int +6, Wis +6, Cha +7

Greater Darkvision

Telepathy 100 feet (aura, magical, mental)

Lifesense 60 feet

Constant Spells

AC
37; Fort +25, Ref +25, Will +31
HP
335, void healing; Immunities death effects, disease, paralyzed, poison, unconscious, bleed; Weaknesses holy 10, silver 10; Resistances cold 10

Entropy's Shadow (aura, divine, void) 40 feet. Sykevers 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 33 basic Fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the sykever.

Sunlight Powerlessness A sykever caught in sunlight is Stunned 2 and Clumsy 2.

Void Healing

Speed
40 feet, fly 40 feet

Melee ◆ horn +31 (magical, reach 10 feet, unarmed), Damage 3d8+12 bludgeoning plus 1d10 cold plus 2d8 persistent bleed

Divine Innate Spells DC 36, attack +28; 7th interplanar teleport (to the universe, void, or netherworld only), paralyze, harm; 6th truesight; 4th darkness (at will), invisibility; Cantrips (1st) detect magic; Constant (8th) fly

Change Posture ◆ 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 ⟲ 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 ◆ (concentrate, divine, visual) The sykever fixes their nightmarish gaze on one creature they can see, who must attempt a DC 36 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 ◆ Requirements The sykever is in their quadrupedal stance

Effect The sykever Strides and then makes a horn Strike.

Source: Pathfinder Monster Core 2

Running this fight? Add the sykever to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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