Sykever

Level 15
Creature· darvakkaHugeRemaster
AC
37
HP
335
Speed
40 ft.
Perception
+29
Fort
+25
Ref
+25
Will
+31
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Resistances cold 10
Weaknesses holy 10, silver 10
Languages chthonian, common, diabolic, necril
Senses greater-darkvision, lifesense 60 ft.
Skills athletics +29, intimidation +28, arcana +27, religion +27, stealth +27
Other Speeds fly 40 ft.
Recall Knowledge DC 34 (religion)

Attacks

Melee Horn +31 (magical, reach 10 ft., unarmed), Damage 3d8+12 bludgeoning plus 1d10 cold plus 2d8 bleed

Abilities

Greater Darkvisioninteraction
Telepathy 100 feetinteraction
Lifesense 60 feetinteraction
Constant Spellsinteraction
Entropy's Shadow

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 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
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

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 t

Horned Rush

Requirements The sykever is in their quadrupedal stance


Effect The sykever Strides and then makes a horn Strike.

The most common darvakkas are sykevers, walkers in the night. Bloodthirsty but calculating, they lead legions of dead into battle on the Material Plane, working toward the simple goal of ending all life.


Darvakkas, also called nightshades, are a ravenous evil made up of equal parts darkness and malice. Originally creatures of the Outer Planes who travel to the convergence of the Shadow Plane and the Void—where the power of nothingness obliterates them—these undead abominations are the physical embodiment of entropy. They burn with an intense hatred for all life, working to bring a final, dark night to the Material Plane where nothing but ash and ice remain.

As creatures twisted by darkness and shadow, darvakkas have a great aversion to sunlight and all sources of vitality energy. On the Material Plane, 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 when 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.