Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Change Posture
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.
Ability
Crush Item
Circumstance: The sykever is in their bipedal stance; . Trigger: The sykever ge
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.
Ability
Divine Innate Spells
DC 36; 7th harm (×3), paralyze, plane shift (to Material Plane; Negative Energy Plane; or Shadow Plane only); 6th true seeing; 4th darkness (at will), invisibility (×3); Cantrips (8th) detect magic; Constant (8th) air walk
Ability
Draining Gaze
(concentrate, divine, necromancy, 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.
Ability
Entropy's Shadow
(aura, divine, necromancy, negative) 40 feet. Sykever leak entropy and corruption from their very being. A living creature entering or starting its turn in the aura takes 4d6 negative 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 skyever.
Ability
Horned Rush
Circumstance: The sykever is in their quadrupedal stance;
The sykever Strides and then makes a horn Strike.
Ability
Sunlight Powerlessness
A skyever caught in sunlight is stunned 2 and clumsy 2.
Offense
Melee
Circumstance: combat round (melee)
horn +31 [+26/+21] (magical, reach 10 feet), Damage 3d8+12 bludgeoning plus 1d10 cold and 2d8 persistent bleed
Trait
Darvakka
Entropic undead creatures twisted by the Shadow Plane and Negative Energy Plane.
Trait
Shadow
Magic with this trait involves shadows or the energy of the Shadow Plane. Creatures with this trait are natives of the Shadow Plane. They can survive the basic environmental effects of the Shadow Plane.
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.
Immunity
death effects
disease
paralyzed
poison
unconscious
Item
and an item with 14 or higher Hardness is unaffected.Draining Gaze (concentrate
divine
necromancy
that are already broken aren't further damaged
the target is temporarily immune for 10 minutes.
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
Language
Abyssal
Common
Infernal
Necril
telepathy 100 feet
Perception
greater darkvision
lifesense 60 feet
Resistance
cold 10
Weakness
good 10
silver 10