Sykever
Creature 15- 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