Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Sykever is a Level 15 creature, with Armor Class 37 and 335 hit points. This massive undead monstrosity shifts between bipedal and quadrupedal forms to hunt its prey with terrifying efficiency.
Hit Points: 335 (void healing) Greater Darkvision. 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 feet (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 feet. 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. Constant Spells. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. Entropy's Shadow (aura, divine, void). 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 basic Fortitude save. 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. 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. Change Posture (1 action). 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 (reaction). 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 (1 action) (concentrate, divine, visual). 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 the effect lasts 10 minutes. Horned Rush (1 action). Requirements The sykever is in their quadrupedal stance. Effect The sykever Strides and then makes a horn Strike.
335 hit points.
Level 15.
AC 37.
Speed 40 ft., fly 40 ft.
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