Creature Codex — Valpyr

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Valpyr

image

Image by MJ Allen, © Emperors Choice Games

[Sponsored by @crazytrain48. The valpyr is Arduin’s answer to the question, “I want to use this balor miniature, but how do I do that without murdering my entire party”? Later, in the Emperors Choice era, the question was “how do I sell that balor miniature”. The valpyr is clearly a balor clone, with an undead type and a lower HD. So how do I justify it existing in a setting where balors are a thing? Read on.]

Valpyr
CR 11 NE Undead
This creature is a demonic humanoid, with a forked tail, a pair of horns, and inky black eyes. Enormous bat-like wings grow from its back, and its body is wreathed in silvery flames. It carries a shortspear in one hand and a barbed whip in the other.

A valpyr is an undead mimic, a creature born of evil hoaxers and disguise artists. Their targets of mimicry are powerful fiends, most commonly balors. Valpyrs masquerade as balors in order to intimidate mortals and immortals alike, scaring off psychopomps and necromancers while browbeating lesser monsters into serving them. Valpyrs have to temper their bluster with caution. Even though they are powerful by the standards of mortals, they are nowhere as strong as a balor, and anything that can genuinely challenge one of the lords of the Abyss would have little difficulty destroying a valpyr.

Most valpyrs maintain savage fiefdoms of other creatures to serve them, and usually initiate combat from behind waves of loyal undead or monstrous hounds. Against weaker foes, they prefer to fight with manufactured weapons, the better to maintain the illusion that they are a balor. If they feel genuinely pressed, they instead fight with teeth and claws in order to drain the life from their enemies. Valpyrs will attempt to bluff or intimidate stronger enemies, but flee rapidly if their threats fail.

Although most valpyrs are balor mimics, some instead resemble other types of demons. This is usually due to the sins committed by the valpyr in life, but rumor has it that some valpyrs can intentionally change their form through sinister rituals. These variant valpyrs use the same base statistics, but replace fiery body and whip mastery with two appropriate abilities of the demon in question (like constrict and multiweapon mastery for a valpyr mimicking a marilith, or Huge size and an unholy nimbus for a valpyr mimicking a nalfeshnee).

Valpyr CR 11
XP 12,800
CE Large undead
Init +5; Senses darkvision 60 ft., Perception +20, see invisibility

Defense
AC 25, touch 14, flat-footed 20 (-1 size, +5 Dex, +11 natural)
hp 147 (14d8+84)
Fort +10, Ref +9, Will +14
DR 10/good; Immune fire, undead traits; SR 22 (26 vs. divination)
Defensive Abilities fiery body, nondetection

Offense
Speed 40 ft., fly 120 ft. (good)
Melee adamantine shortspear +13/+8 (1d8+5), masterwork whip +13/+8 (1d4+2), bite +12 (1d10+2 plus 1d6 fire plus ability drain), 2 wings +12 (1d6+2 plus 1d6 fire) or 2 claws +14 (1d8+5 plus 1d6 fire plus ability drain), bite +14 (1d10+5 plus 1d6 fire plus ability drain), 2 wings +12 (1d6+2 plus 1d6 fire)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Special Attacks burn quintessence

Spell-like Abilities CL 11th, concentration +17
Constant—nondetection, see invisibility
At will—command undead (DC 18), detect magic, magic missile
3/day—bull’s strength, scorching ray, quickened true seeing
1/day—animate dead, fireball (DC 19), glibness, plane shift (DC 21)

Statistics
Str 20, Dex 20, Con -, Int 22, Wis 17, Cha 23
Base Atk +10; CMB +16; CMD 31
Feats Flyby Attack, Improved Two-Weapon Fighting, Intimidating Prowess, Iron Will, Multiattack, Quicken SLA (true strike), Two-Weapon Fighting
Skills Bluff +20, Disguise +27, Fly +24, Intimidate +32, Knowledge (arcana, religion) +23, Knowledge (planes) +20, Perception +20, Sense Motive +20, Spellcraft +23; Racial Modifiers +4 Disguise, +4 Intimidate
Languages Abyssal, Common, Daemonic, Infernal, Necril
SQ whip mastery

Ecology
Environment any land or underground
Organization solitary or army (1 plus 2-20 galleytrots, skeletons and zombies)
Treasure standard (Large masterwork whip, Large adamantine shortspear, other treasure)

Special Abilities
Ability Drain (Su) A creature struck by a valpyr’s claw attack must succeed a DC 23 Fortitude save or take 1 point of Constitution drain. A creature struck by a valpyr’s bite attack must succeed a DC 23 Fortitude save or take 2 points of Constitution drain. A valpyr gains 5 temporary hit points every time it deals ability damage. The save DC is Charisma based.
Burn Quintessence (Su) Any fire damage dealt by a valpyr’s supernatural or spell-like abilities deals full damage to incorporeal creatures and ignores the energy immunities and resistances of extraplanar outsiders.
Fiery Body (Su) A valpyr burns with silvery fire. It deals 1d6 points of fire damage with its natural weapons, and any creature that touches it takes 1d6 points of fire damage (no save).
Whip Mastery (Ex) A valpyr treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.

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