Library / Bestiary

Ravener

CR 22.00 Undead CE Gargantuan HD 27
This immense skeletal dragon rears up to its full, towering height, bones glowing and shimmering with vile green energy.

Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.

Although its body quickly rots away, a ravener does not care for the needs of the flesh. It seeks only to consume life, be it from wild animals, would-be dragonslayers, or even other dragons. A ravener is often on the move, changing lairs frequently as its territories become devoid of life.

The ravener presented here is built from a red dragon wyrm.

HP
337 (27d8+216)
AC
45, touch 9, flat-footed 45 (+4 deflection, -1 Dex, +36 natural, -4 size)
Init
+3
Speed
40 ft., fly 250 ft. (clumsy)
Fort
+23
Ref
+14
Will
+23
BAB
+27
CMB
+48
CMD
57 (61 vs. trip)
Melee
bite +40 (4d6+24/17-20), 2 claws +40 (2d8+16/19-20), tail slap +38 (2d8+24/19-20), 2 wings +38 (2d6+8/19-20)
Space
20 ft.
Reach
15 ft. (20 ft. with bite)
DR
20/good
SR
33
Defensive Abilities
channel resistance +4, soul ward (27 hp)
Aura
cowering fear, fire, frightful presence (330 ft., DC 31)
str
45
+17
dex
8
-1
con
-
int
24
+7
wis
25
+7
cha
26
+8

Weapons: Simple

breath weapon (60-ft. cone, DC 31, 22d10 fire and 2 negative levels)

crush

manipulate flames

melt stone

soul consumption

soul magic

tail sweep

Universal Monster Rules

Breath Weapon (60-ft. cone, DC 31, 22d10 fire and 2 negative levels) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.
Channel Resistance (+4) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Special Abilities

Crush from text
Manipulate Flames from text
Melt Stone from text
Soul Consumption from text
Soul Magic from text
Soul Ward (27 hp) from text
Tail Sweep from text

Feats, Traits & Items

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Improved Critical (bite) from Feat

When using the weapon you selected, your threat range is doubled.

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Improved Iron Will from Feat

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Also in: Fortune & Luck

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Multiattack from Feat

The creature's secondary attacks with natural weapons take only a –2 penalty.

Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell from Feat

Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Stunning Critical from Feat

Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Appraise +37, Bluff +37, Diplomacy +37, Fly +13, Intimidate +45, Knowledge (arcana) +37, Knowledge (history) +37, Knowledge (religion) +34, Perception +45, Sense Motive +37, Spellcraft +37, Stealth +25

spell-like abilities:
At will—Detect Magic, At will—Find The Path, At will—Pyrotechnics (DC 20), At will—Suggestion (DC 21), At will—Wall Of Fire
sorcerer spells known:
9th—Energy Drain (DC 27), 9th—Time Stop, 9th—Wish (DC 27), 8th—Dimensional Lock, 8th—Horrid Wilting (DC 26), 8th—Maze, 7th—Forcecage (DC 25), 7th—Teleport, Greater, 7th—Spell Turning, 6th—Chain Lightning (DC 24), 6th—Dispel Magic, Greater, 6th—True Seeing (DC 24), 5th—Cone Of Cold (DC 23), 5th—Dominate Person (DC 23), 5th—Feeblemind (DC 23), 5th—Wall Of Force, 4th—Charm Monster, 4th—Confusion (DC 22), 4th—Invisibility, Greater (DC 22), 4th—Solid Fog, 3rd—Displacement (DC 21), 3rd—Haste (DC 21), 3rd—Slow (DC 21), 3rd—Vampiric Touch, 2nd—Detect Thoughts (DC 20), 2nd—False Life, 2nd—Mirror Image, 2nd—See Invisibility, 2nd—Web (DC 20), 1st—Mage Armor (DC 19), 1st—Magic Missile, 1st—Ray Of Enfeeblement (DC 19), 1st—Shield, 1st—True Strike, 0—Arcane Mark, 0—Detect Magic, 0—Mage Hand, 0—Mending (DC 18), 0—Message, 0—Prestidigitation (DC 18), 0—Ray Of Frost, 0—Read Magic, 0—Touch Of Fatigue (DC 18)
Details
Type
Undead
Alignment
CE
Size
Gargantuan
Environment
warm mountains
Organization
solitary
Treasure
triple
Senses
blindsense 120 ft., darkvision 240 ft., smoke vision; Perception +45
Aura
cowering fear, fire, frightful presence (330 ft., DC 31)
Languages
Abyssal, Aklo, Common, Draconic, Elven, Giant, Infernal
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
61 House/Core 1 Recognized publisher
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Critical Focus (Feat) — core content under OGL 1.0a
  • Uses feat: Greater Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Vital Strike (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Multiattack (Feat) — cites Paizo Inc.
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Quicken Spell (Feat) — core content under OGL 1.0a
  • Uses feat: Staggering Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Stunning Critical (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Find The Path (Spell) — core content under OGL 1.0a
  • Knows spell: Pyrotechnics (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Energy Drain (Spell) — core content under OGL 1.0a
  • Knows spell: Time Stop (Spell) — core content under OGL 1.0a
  • Knows spell: Wish (Spell) — core content under OGL 1.0a
  • Knows spell: Dimensional Lock (Spell) — core content under OGL 1.0a
  • Knows spell: Horrid Wilting (Spell) — core content under OGL 1.0a
  • Knows spell: Maze (Spell) — core content under OGL 1.0a
  • Knows spell: Forcecage (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Spell Turning (Spell) — core content under OGL 1.0a
  • Knows spell: Chain Lightning (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: True Seeing (Spell) — core content under OGL 1.0a
  • Knows spell: Cone Of Cold (Spell) — core content under OGL 1.0a
  • Knows spell: Dominate Person (Spell) — core content under OGL 1.0a
  • Knows spell: Feeblemind (Spell) — core content under OGL 1.0a
  • Knows spell: Wall Of Force (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Monster (Spell) — core content under OGL 1.0a
  • Knows spell: Confusion (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Solid Fog (Spell) — core content under OGL 1.0a
  • Knows spell: Displacement (Spell) — core content under OGL 1.0a
  • Knows spell: Haste (Spell) — core content under OGL 1.0a
  • Knows spell: Slow (Spell) — core content under OGL 1.0a
  • Knows spell: Vampiric Touch (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Thoughts (Spell) — core content under OGL 1.0a
  • Knows spell: False Life (Spell) — core content under OGL 1.0a
  • Knows spell: Mirror Image (Spell) — core content under OGL 1.0a
  • Knows spell: See Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Web (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Shield (Spell) — core content under OGL 1.0a
  • Knows spell: True Strike (Spell) — core content under OGL 1.0a
  • Knows spell: Arcane Mark (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Mending (Spell) — core content under OGL 1.0a
  • Knows spell: Message (Spell) — core content under OGL 1.0a
  • Knows spell: Prestidigitation (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Frost (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Touch Of Fatigue (Spell) — core content under OGL 1.0a
View references and cross-links for Ravener

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