Vilderavn
This knight wears armor patterned like raven feathers with a helmet shaped like a ravenâs head and gauntlets fit for oversized talons.
Vilderavn
Kain’s 5e Monstrous Manual – Page 16 – Dicefreaks (tapatalk.com)
Medium fey, neutral evil
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Armor Class 18 (natural)
Hit Points 253 (22d8 + 154)
Speed 60 ft., fly 120 ft.
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STR 20 (+5) DEX 25 (+7) CON 24 (+7) INT 19 (+4) WIS 20 (+5) CHA 23 (+6)
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Saving Throws Dex +12, Con +12, Wis +10
Damage Immunities necrotic
Condition Immunities cursed
Senses truesight 120 ft., passive Perception 15
Languages Abyssal, Common
Treasure plate, falchion (humanoid form only)
Challenge 16 (15,000 XP)
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Freedom of Movement: The videravn ignores difficult terrain, and magical effects canât reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Magic Resistance. The vilderavn has advantage on saving throws against spells and other magical effects.
Shapechange: The vilderavn can use its action to polymorph into a Medium humanoid, dire wolf, or back into its true form. The vilderavn only possesses falchion attacks in humanoid form. Its statistics are otherwise the same in each form. Any equipment it is wearing or carrying is transformed. It reverts to its true form if it dies.
Soul Eater. Creatures slain by a vilderavn cannot be raised from the dead until the vilderavn is slain. The vilderavn can use its shapechange ability to perfectly mimic the appearance of any creatures it has slain.
Innate Spellcasting. The vilderavn’s spell casting ability is Charisma (spell save DC 19, +11 spell attacks). It can innately cast the following spells, requiring no material components.
At will: bestow curse (9th level)
1/day each: circle of death, mass suggestion
ACTIONS
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Multiattack. The vilderavn makes three melee attacks and can use Shatter Loyalty.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. A creature wounded by a vilderavn must make a Constitution save DC 20 or take 3 (1d6) necrotic damage every round at the beginning of its turn. This effect ends if the victim receives magical healing or a Medicine DC 20 check (taking 1 minute, during which the victim is incapacitated) is made to bind the wounds. The effect stacks, so a creature struck three times by the vilderavn takes 3d6 necrotic damage at the beginning of its turn and so on.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. A creature wounded by a vilderavn must make a Constitution save DC 20 or take 3 (1d6) necrotic damage every round at the beginning of its turn. This effect ends if the victim receives magical healing or a Medicine DC 20 check (taking 1 minute, during which the victim is incapacitated) is made to bind the wounds. The effect stacks, so a creature struck three times by the vilderavn takes 3d6 necrotic damage at the beginning of its turn and so on.
Falchion. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage. A creature wounded by a vilderavn must make a Constitution save DC 20 or take 3 (1d6) necrotic damage every round at the beginning of its turn. This effect ends if the victim receives magical healing or a Medicine DC 20 check (taking 1 minute, during which the victim is incapacitated) is made to bind the wounds. The effect stacks, so a creature struck three times by the vilderavn takes 3d6 necrotic damage at the beginning of its turn and so on.
Shatter Loyalty. Each creature of the vilderavn’s choice that is within 120 feet of the fey and aware of it must succeed on a DC 19 Wisdom saving throw or be treated as an ally of the vilderavn and a hostile foe of all other creatures. This does not cause the creatures to actually attack others or forgo attacks on the vilderavn, but creatures affected cannot aid, provide advantage, flank or be affected by spells that only target willing creatures. Spells employing a touch require successful attack rolls, and creatures save against beneficial spells if able. This effect lasts for 1 minute.
Vilderavn CR 16
XP 76,800
NE Medium fey (shapechanger)
Init +11; Senses deathwatch, low-light vision, see in darkness, true seeing; Perception +29; Aura frightful presence (30 ft., DC 26), shatter loyalties
DEFENSE
AC 34, touch 24, flat-footed 26 (+7 Dex, +2 dodge, +5 insight, +10 natural)
hp 253 (22d6+176)
Fort +17, Ref +21, Will +18
Defensive Abilities fate warden; DR 15/cold iron and good;
Immune curses, death effects, energy drain, fear; SR 27
OFFENSE
Speed 60 ft., fly 110 ft. (average)
Melee 2 claws +23 (1d6+11 plus 1d6 bleed), bite +23 (1d8+11/15â20 plus 1d6 bleed) or +5 cruel keen falchion +29/+29/+24/+19 (2d4+21/15â20 plus 1d6 bleed)
Special Attacks bleed (1d6), bloodbird, raven hexes (agony, cackle, charm, Dire Prophecy, disguise, evil eye, misfortune, retribution, speak in dreams), soul eater
Spell-Like Abilities (CL 18th; concentration +24)
Constantâdeathwatch, freedom of movement, haste, tongues, true seeing
At willâbestow curse (DC 20), crushing despair (DC 19), detect thoughts (DC 18), dispel magic, fear (DC 20), scrying (DC 20), suggestion (DC 19)
1/dayâcircle of death (DC 22), ethereal jaunt, geas/quest, mass suggestion (DC 22), modify memory (DC 20)
1/monthâlimited wish (to non-fey only)
STATISTICS
Str 32, Dex 25, Con 26, Int 19, Wis 20, Cha 23
Base Atk +11; CMB +22; CMD 46
Feats Critical Focus, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Lunge, Mobility, Power Attack, Weapon Focus (falchion), Wind Stance
Skills Acrobatics +31, Bluff +30, Diplomacy +21, Disguise +30, Fly +20, Intimidate +27, Knowledge (history, nobility) +20, Knowledge (local) +15, Perception +29, Profession (soldier) +15, Sense Motive +25, Stealth +25, Use Magic Device +20
Languages Aklo, Common, Infernal, Sylvan; tongues
SQ change shape (Small or Medium humanoid, peryton, wolf, or dire wolf, alter self or beast shape III), raven knight
SPECIAL ABILITIES
Bloodbird (Su)
Bleed damage dealt by a vilderavnâs natural and manufactured weapons stacks with itself and other sources of bleed damage. In addition, the bleeding it causes is difficult to stanchâa successful DC 26 Heal check or a DC 26 caster level check (if using a magical healing effect) is required to stop the bleed damage. This is a curse effect.
The DC is Charisma-based.
Fate Warden (Su)
A vilderavn gains an insight bonus to its AC equal to its Wisdom bonus, and as an immediate action it can add its Wisdom bonus as an insight bonus on a saving throw or opposed skill check.
Raven Hexes (Sp, Su)
A vilderavn can use the hexes listed in its special attacks entry as an 18th-level witch. The save DC to resist a vilderavnâs hex is 25, and is Charisma-based. A vilderavn also uses its Charisma modifier, instead of its Intelligence modifier, to determine the other variables of its hexes.
Raven Knight (Sp)
When a vilderavn assumes humanoid form with its change shape ability, it loses its natural armor bonus but becomes fully garbed in black +5 full plate that is almost part of its body. This armor has no movement speed penalty, maximum Dexterity bonus, or armor check penalty. (For a typical vilderavn, this changes its AC to 38 and its flat-footed AC to 30.) Also as part of the transformation, it gains a +5 cruel keen falchion formed from its vicious talons. These items are part of the vilderavnâs being and disappear when it is slain. A vilderavn in humanoid form is considered to be proficient in all types of armor, shields (except tower shields), and martial weapons.
Shatter Loyalties (Su)
A vilderavnâs frightful presence creates disloyalty, doubt, and dissension in addition to fear. Creatures that fail their saves are no longer treated as allies to other creatures and canât provide flanking, use or benefit from teamwork feats or aid another actions, or allow other creatures to move through their space. Any spell or effect that requires a willing target fails if used on an affected creature, and even harmless effects require an attack roll (if applicable) and require affected creatures to attempt a saving throw to resist their effects (if a save is allowed). Creatures that are immune to fear can still be affected by the shatter loyalties component of a vilderavnâs frightful presence; they ignore the shaken condition but are otherwise affected as described above. This is a mind-affecting effect, and the save DC is Charisma-based.
Soul Eater (Ex)
A vilderavnâs bite attack threatens a critical hit on an 18â20. If a vilderavn kills a humanoid foe with a critical hit from its bite attack (including a coup de grace), it can tear out the victimâs heart and consume its soul. Creatures that witness this savagery are frightened for 1d4 rounds, or shaken for 1 round if they succeed at a DC 27 Will save. Also, the vilderavn gains the benefits of death knell, and the slain creature is affected as per rest eternal (caster level 18th).
While the target remains dead, the vilderavn gains access to that creatureâs memories and can use its change shape ability to assume a perfect likeness of the slain creature, gaining a +10 bonus on Bluff and Disguise checks made to impersonate it. The vilderavn can store any number of souls.
Slaying the vilderavn ends all its ongoing rest eternal effects. The save DC is Charisma-based.
ECOLOGY
Environment any
Organization solitary, pair, or unkindness (3â5)
Treasure standard
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 5 Š 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palme