Vanyver

Level 13
Creature· darvakkaHugeRemaster
AC 34
HP 275 (void healing)
Speed 25 ft.
Fort +29
Ref +23
Will +22
Perc +26
Size Huge
Common
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.
Speeds 25 ft., fly 60 ft.
Skills athletics +27, stealth +25, religion +24, acrobatics +23, arcana +23
Recall Knowledge religion DC 31

Attacks

Melee Talon +27/+22/+17(magical, reach 10 ft., unarmed)
Damage: 3d10+11 bludgeoning + 1d10 cold
Effect: grab
Melee Wing +27/+23/+19(agile, magical, reach 15 ft.)
Damage: 3d6+11 bludgeoning + 1d10 cold
Melee Jaws +27/+22/+17(magical, reach 10 ft., unarmed)
Damage: 3d10+11 piercing + 1d10 cold
Effect: drain magic

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.

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Lifesense 60 feetinteraction

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Catching Bitedefensive

Trigger A creature within reach of the vanyver's jaws makes a melee Strike against the vanyver with a weapon Effect The vanyver chooses to be hit. If the attack would've missed, it hits. The vanyver catches the weapon in their jaws and uses Drain Magic on it without fulfilling Drain Magic's requirements.

Drain Magicdefensive

Requirements The vanyver's last action was a successful jaws Strike against a creature, object, or spell effect

The vanyver casts an innate Dispel Magic on the same target; if the target was a creature, the vanyver can target a spell affecting the creature instead. If a spell effect or item is successfully counteracted, the vanyver gains temporary Hit Points equal to double the counteract rank of the effect that was counteracted.

Entropy's Shadowdefensive(aura, divine, void)

40 feet. Vanyvers leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 3d6 void damage with a DC 30 fortitude. If it fails, it's also Enfeebled 1 for 1 minute and pulled 10 feet toward the vanyver.

Snatchdefensive

The vanyver can Fly at half Speed while they have a creature Grabbed or Restrained in either or both of their talons, carrying that creature along with them.

Sunlight Powerlessnessdefensive

A vanyver caught in sunlight is Stunned 2 and Clumsy 2.

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.

Constrictoffensive

(3d10+5) piercing DC 33 fortitude The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

Vanyvers are large, humanoid bats shaped from void and shadowstuff, their red eyes glowing like tiny stars in an otherwise lightless night. Though powerful, they're the least of the darvakkas, and the most likely to submit to a master, either another of their kind or a mortal with a reputation for being especially murderous and destructive. Vanyvers agree to follow their masters as a temporary means of maximizing the death and destruction they can enact but will quickly turn on any master they feel falters in this goal.


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.