Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Critical Failure
The creature becomes frightened 2.
Ability
Critical Success
The creature is unaffected and is temporarily immune for 24 hours.
Ability
Divine Innate Spells
DC 21; 4th nightmare; Constant (2nd) water walk (self only)
Ability
Failure
The creature becomes frightened 1.
Ability
Fearsome Gaze
(concentrate, divine, emotion, fear, mental, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 18 Will save.
Ability
Focus Gaze
(concentrate, divine, emotion, fear, mental, visual) Davik fixes his glare at a creature he can see within 30 feet. The target must immediately attempt a Will save against Davik's Fearsome Gaze. On a failed save, if the target is already frightened, the value of its frightened condition is increased by 1 (or by 2 on a critical failure). After attempting its save, the creature is then temporarily immune until the start of Davik's next turn.
Ability
Rejuvenation
(divine, necromancy) If Davik is reduced to 0 Hit Points, his bones and gear melt into water that runs back into the river or seeps into the ground, leaving nothing behind. The next night, he rises again from his original location in the rubble located downstream from the ruined ferry crossing. When he does, he is completely healed of all damage, but now his unholy anger is directed at those who previously destroyed him as well as at the Stag Lord. He can use nightmare to threaten the one who destroyed him, promising to drag them to a drowning death unless the Stag Lord's remains are given to the river. Dispel magic (DC 19 counteract check) can remove this sinister link between Davik and his destroyer, preventing Davik from using nightmare on that creature again until they return to this location. As long as the PCs don't abandon their goal of hunting the Stag Lord, Davik remains content and does not plague their dreams.
Ability
Rotting Stench
2 circumstance penalty to saves against fear and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute and does not take the penalty to saves against fear effects.
Ability
Success
The creature is unaffected.
Ability
Sure Possession
As long as Davik Nettles continues to exist, his +1 ranseur cannot be taken from him. If disarmed of the +1 ranseur, if he drops it, or if it's destroyed, the ranseur melts into water; he can retrieve his +1 ranseur by pulling it out of any body of water as an Interact action. If Davik is put to rest permanently by fulfilling his quest, his +1 ranseur loses this ability and can be claimed by someone else.
Offense
Melee
Circumstance: combat round (melee)
ranseur +14 [+9/+4] (disarm, reach), Damage 1d10+7 piercing
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Item
+1 ranseur
Language
Common
Perception
darkvision
Resistance
fire 7