Urbulinex

Level 18
Creature· dragonUniqueHugeLegacy
AC 41
HP 345 (Soul Ward)
Speed 50 ft.
Fort +31
Ref +29
Will +31
Perc +33
Size Huge
Unique
Immunities bleed, death effects, disease, paralyzed, poison, sleep, unconscious
Weaknesses holy 15
Spells
Primal Innate Spells (DC 39, attack +31)
Languages common, draconic, necril, shadowtongue
Senses greater-darkvision, scent 60 ft. (imprecise)
Speeds 50 ft., fly 180 ft.
Skills athletics +35, deception +31, intimidation +31, religion +31, stealth +30, acrobatics +28, nature +28
Recall Knowledge arcana or religion DC 48

Attacks

Melee Jaws +34/+29/+24(magical, reach 15 ft., unarmed)
Damage: 3d10+15 piercing + 5d6 void
Melee Claw +34/+30/+26(agile, magical, reach 10 ft., unarmed)
Damage: 3d10+15 slashing + 2d6 void
Melee Tail +32/+27/+22(magical, reach 20 ft.)
Damage: 3d12+15 slashing + 2d6 void
Melee Wing +32/+28/+24(agile, magical, reach 15 ft.)
Damage: 2d10+15 slashing + 2d6 void

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Soulsense 60 feetinteraction

A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense.

Attack of Opportunity (Jaws Only)defensive

Jaws only. Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Cowering Feardefensive(aura, emotion, fear, mental)

90 feet. DC 37 will A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least Frightened 2 or more as a result of the ravener's frightful presence, it is also Immobilized from the fear. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute. Critical Success The creature is unaffected by the presence. Success The creature is Frightened 1. Failure The creature is Frightened 2. Critical Failure The creature is Frightened 4.

Discorporatedefensive(divine)

Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate.

Soul Warddefensive

An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 untyped Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a Ravener Husk.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Consume Souloffensive(death, divine)

Trigger A living creature within 30 feet of the ravener dies Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 fortitude save with the same DC as the ravener's Breath Weapon. Critical Success The creature is unaffected. Success The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are Drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level. Failure As success, but the creature's soul is ravaged. The creature is Drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level. Critical Failure As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via a 10th-rank effect such as Miracle or Wish, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.

Draconic Frenzy◆◆offensive

The ravener makes two claw Strikes and one wing Strike in any order.

Draconic Momentumoffensive

The ravener recharges their Breath Weapon whenever they score a critical hit with a Strike.

Ghost Baneoffensive

The ravener's Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune, and the ravener's jaws deal an additional 6d6 force damage to undead.

Ravenous Breath Weapon◆◆offensive

The ravener breathes in one of two ways. With either option, a creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If at least one creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 healing HP. The ravener can't use Breath Weapon again for 1d4 rounds. • Void (necromancy, primal, void) The ravener breathes a blast of darkness in a 40-foot cone that deals 17d6 void damage plus 4d6 persistent void damage (DC 39 reflex save). Undead creatures take 22d6 force damage instead of the void damage. • Shadows (necromancy, primal, shadow) The ravener breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 39 fortitude save. Critical Success The creature is unaffected. Success The creature is Enfeebled 2 for 1 round. Failure The creature is enfeebled 2 for 1 minute. Critical Failure The creature is enfeebled 2 for 1 minute and Blinded for 1 round.

Vicious Criticalsoffensive

The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed at a DC 37 fortitude save or gain the Drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of Drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points. Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.