Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Ravener is a Level 21 creature, with Armor Class 47 and 500 hit points. A ravener is a colossal undead dragon that has cheated death by binding its essence into a soul ward fueled by the lives of others.
Saving Throws: +2 status to all saves vs. primal Smoke Vision. Smoke doesn't impair a cinder ravener's vision; it ignores the Concealed condition from smoke. Soulsense 60 feet. 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. +2 Status to All Saves vs. Primal Cowering Fear (aura, emotion, fear, mental). 90 feet. DC 42 Will save. 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's 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. Discorporate (free action) (primal). 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 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. Reactive Strike (Jaws Only) (reaction). 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. Soul Ward. 200 HP. An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. 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, Void 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 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 Healing. 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. All Becomes Flame (1 action) (curse, fire, primal). The ravener curses a creature within 60 feet to have their magic replaced with primordial flames. The creature must attempt a DC 42 Will save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected. Success The creature is cursed for 1 round. While cursed, any spells that the creature casts gain the fire trait and have their damage type changed to fire damage, regardless of the original damage type or types of the spell. Additionally, any magical items that the cursed target holds or wields are affected in the same manner, such as changing the cold damage of a frost rune to fire damage. The cursed creature can attempt to temporarily suppress the curse as an action, which has the concentrate trait. If the creature succeeds a DC 42 Will save, the curse is suppressed until the end of their turn. Failure As success, but the curse's duration is 1 hour. Critical Failure As success, but the curse's duration is 1 day, and the DC to suppress the curse increases to DC 44. Consume Soul (free action) (death, primal). 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 ability. 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 powerful magic such as a wish ritual, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level. Manipulate Flames (1 action) (fire, primal). The ravener intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 5d6 fire damage. Vicious Criticals. 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 on a DC 42 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. Void Breath (2 actions) (primal, void). The ravener breathes a blast of necrotic flame that deals 20d6 fire plus 4d6 persistent void damage (DC 44 basic Reflex save). A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If a creature is drained by the ravener's Void Breath, the ravener's soul ward gains 5 HP. The ravener can't use Void Breath again for 1d4 rounds.
500 hit points.
Level 21.
AC 47.
Speed 60 ft., fly 180 ft.
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