Sarcovalt

Level 5
Creature· fiendTinyRemaster
AC 21
HP 75
Speed 20 ft.
Fort +11
Ref +15
Will +10
Perc +13
Size Tiny
Common
Immunities disease, poison, sickened
Resistances acid 5, cold 5
Weaknesses holy 5
Spells
Occult Innate Spells (DC 21, attack +13)
Languages chthonian, necril
Senses darkvision, lifesense 60 ft. (imprecise)
Speeds 20 ft., climb 20 ft., fly 40 ft.
Skills acrobatics +13, stealth +13, athletics +12, intimidation +12
Recall Knowledge religion DC 20

Attacks

Melee Beak +15/+10/+5(finesse, magical, reach)
Damage: 2d8+4 piercing + 3 persistent bleed
Effect: grab

Abilities

+1 Status to All Saves vs. Death Effectsdefensive
Aura of Blightdefensive(aura, disease)

15 feet. The sarcovalt is surrounded by a miasma of infection. An enemy that enters or ends their turn in the aura must attempt a DC 19 fortitude save. Success The creature is unaffected and becomes temporarily immune to the aura for 1 minute. Failure Until the end of its next turn, the creature takes a –1 circumstance penalty to saves against disease effects. Critical Failure Until the end of its next turn, the creature takes a –2 circumstance bonus against disease effects and is Enfeebled 1.

Befouled Bodydefensive

Any water the sarcovalt touches becomes diseased with filth fever. Filth Fever (disease) Saving Throw DC 23 fortitude Onset 1d4 days Stage 1 Sickened 1 (1 day) Stage 2 Drained 1 (1 day) Stage 3 Drained 2 (1 day)

Reactive Detachdefensive

Trigger The sarcovalt takes slashing damage from a creature while they have another creature Grabbed or Restrained Effect The sarcovalt uses Detach Head. Their head keeps the other creature grabbed or restrained, and their body Steps. The sarcovalt gains resistance 5 to the triggering slashing damage. Effect: Reactive Detach

Return to Senderdefensive

Trigger A creature escapes from being Grabbed or Restrained by the sarcovalt's detached head Effect The sarcovalt's head returns to their body via the shortest possible path. Any creature in a straight line between the head and the body must succeed at a DC 21 reflex save or become Clumsy 1 for 1 round (Clumsy 2 on a critical failure). The sarcovalt Dismisses Detach Head.

Detach Headoffensive(occult)

Trigger The sarcovalt takes damage from a critical hit with a slashing weapon or has their head removed (such as by a vorpal weapon) Effect The sarcovalt can survive decapitation and isn't killed if an effect that removes their head would kill them. Instead, the sarcovalt's head becomes detached from their body. The detached head has the same statistics as the body (except for the aura of blight) and gains the minion trait. The sarcovalt's body can issue a verbal command to the detached head as a single action, giving the head 2 actions. The detached head and body share the same pool of Hit Points. While their head is detached, the sarcovalt's body can't make beak Strikes or use Malodorous Shriek. The detached head can only Climb, Fly, Stride, make beak Strikes, or use Malodorous Shriek.

Malodorous Shriek◆◆offensive(occult, olfactory, poison, sonic)

The sarcovalt screeches through their skull (detached or not), spraying whatever festering viscera remains in their head in a 20-foot cone. Each creature in the area takes 3d6 sonic,3d6 poison damage (DC 21 reflex save). The sarcovalt can't use this ability again for 1d4 rounds.

Description

Individual sarcovalts have almost no personal identities and incredibly short-term memories.


There are few creatures throughout the multiverse more bizarrely revolting than the sarcovalt, a fiend with the body of a fly and the head of a fleshless vulture skull. While a creature barely 2 feet long might not seem threatening, sarcovalt swarms can overwhelm entire villages. Sarcovalts' heads almost seem to be wholly separate entities from their bodies and will vomit up whatever they capture in their beaks hours later as putrid, coagulated sludge.