Go To Traykon Monsters
The judges of the dead, these creatures are seldom seen outside of the Ulvanic Keep. They serve Ulan in weighing out the souls of the dead and helping to judge if they are worthy of the afterlife, require reassignment, or to be consigned to oblivion. While everyone agrees that the Golver is not unique but a type of entity, nobody knows how many Golvor exist. The only time they are seen outside of the Ulvanic Keep is when they are summoned to the borders of the Shadowlands by an entity to arbitrate possession of a recently deceased soul. Mortals do not interact with them as they will ignore or destroy mortals who interfere with their work. Golvor's do not manifest on the material portion of Traykon and appear as incorporeal creatures (similar to ghosts) to those outside the Shadowlands who perceive them.
N Huge outsider (extraplanar, incorporeal)
Senses blindsight 120 ft., darkvision 60 ft., true seeing, Perception +55
AC 49, touch 32, flat-footed 37 (+12 deflection, +12 Dex, +17 natural, -2 size)
hp 411 (24d8+300) fast healing 10
Fort +26, Ref +20, Will +28
Defensive Abilities incorporeal; Immune ability drain, cold, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; Resist electricity 10 , fire 10 ; SR 31
Speed 0 ft., fly 60 ft. (perfect)
Melee touch +34 (40d6)
Space 15 ft.; Reach 15 ft.
Special Attacks corrupting touch, energy touch, litany of doom, possession, sphere of oblivion, tormented gaze
Innate Spell-Like Abilities: break enchantment (DC 10, 5/day) create food and water (at will) daylight (5/day) deeper darkness (5/day) disintegrate (DC 28, 3/day) fabricate (7/day) freedom of movement (DC 10, 5/day) horrid wilting (DC 30, 3/day) mage's disjunction (DC 31, 1/day) major creation (5/day) mending (DC 10, at will) plant growth (7/day) rusting grasp (at will) sculpt sound (DC 10, 7/day) shout (DC 26, 7/day) stone shape (at will) true seeing (DC 27, at will) wish (1/day) wood shape (DC 24, at will)
Cleric Spells Prepared
(CL 20th, concentration +34):
- 9th—maximized blade barrier (DC 30), maximized glyph of warding (greater) (DC 30), implosion (DC 33), miracle (DC 33), soul bind (DC 33), true resurrection
- 8th—antimagic field, maximized cleanse, dimensional lock, discern location, planar ally (greater), symbol of death (DC 32)
- 7th—maximized cure critical wounds, destruction (DC 31), maximized inflict critical wounds (DC 28), regenerate, restoration (greater), resurrection
- 6th—antilife shell, banishment (DC 30), blade barrier (DC 30), forbiddance (DC 30), geas/quest, harm (DC 30), undeath to death (DC 30)
- 5th—atonement, break enchantment (DC 29), maximized cure moderate wounds, flame strike (DC 29), maximized inflict moderate wounds (DC 26), raise dead, slay living (DC 29)
- 4th—maximized cure light wounds, dimensional anchor, dismissal (DC 28), divination, planar adaptation, rest eternal, spiritual ally
- 3rd—blood biography (DC 27), dispel magic, magic circle against evil, magic circle against good, obscure object (DC 27), remove curse, remove disease
- 2nd—calm emotions (DC 26), death knell (DC 26), enthrall (DC 26), gentle repose (DC 26), hold person (DC 26), remove paralysis, silence, zone of truth (DC 26)
- 1st—bane (DC 25), cause fear (DC 25), command (DC 25), deathwatch, detect evil, detect good, obscuring mist, remove fear
- 0 (at will)—bleed (DC 24), detect magic, spark (DC 24), stabilize
Str —, Dex 34, Con —, Int 34, Wis 39, Cha 34
Base Atk +24; CMB +38; CMD 60 (can't be tripped)
Feats Combat Reflexes, Ectoplasmic Spell, Eschew Materials, Martial Weapon Proficiency, Maximize Spell, Persuasive, Simple Weapon Proficiency, Skill Focus (Appraise, Diplomacy, Intimidate, Knowledge (History), Knowledge (Religion), Perception, Sense Motive)
Skills Appraise +42 , Bluff +39 , Diplomacy +46 , Disguise +39 , Fly +43 , Intimidate +49 , Knowledge (Arcana) +51 , Knowledge (History) +54 , Knowledge (Local) +48 , Knowledge (Nature) +51 , Knowledge (Nobility) +48 , Knowledge (Planes) +51 , Knowledge (Religion) +57 , Perception +55 , Sense Motive +47 , Spellcraft +39 , Stealth +39 , Use Magic Device +36
Languages Abyssal, Celestial, Infernal,
SQ can't be tripped, fast healing 10, rejuvenation, resistance to electricity 10, resistance to fire 10, tounges, true seeing
Range 120 ft.; Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can't see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though darkvision does).
- Blinding attacks do not penalize creatures using blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
- Blindsight negates displacement and blur effects.
Can't Be Tripped (Ex)
A creature with this ability cannot be tripped.
Corrupting Touch (Su)
A Golvor can attack physical beings much like ghosts. By passing part of its incorporeal body through a foe's body as a standard action, the Golvor inflicts 23d6 damage. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save DC 34 halves the damage inflicted. Golvor use this attack primarily to "slap the hand" of mortals who intrude upon their business.
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Energy Touch (Su)
A Golvor's touch deals 20d8 points of damage from positive or negative energy, depending upon which type of energy would harm the creature touched. A Golvor's touch never heals damage.
Fast Healing (Ex)
You regain hit points at 10 hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Immunity to Ability Drain (Ex)
You are immune to ability drain attacks.
Immunity to Cold (Ex)
You never take cold damage.
Immunity to Critical Hits (Ex)
You are never subject to critical hits.
Immunity to Death Effects (Ex)
You are never subject to death effects.
Immunity to Death from Massive Damage (Ex)
You are not at risk of death from massive damage.
Immunity to Disease (Ex)
You are never subject to disease effects.
Immunity to Energy Drain (Ex)
You are immune to energy drain attacks.
Immunity to Exhaustion (Ex)
You can never be exhausted.
Immunity to Fatigue (Ex)
You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex)
You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Nonlethal Damage (Ex)
You are never subject to nonlethal damage.
Immunity to Paralysis (Ex)
You can never be paralyzed.
Immunity to Poison (Ex)
You never take poison damage.
Immunity to Sleep (Ex)
You are never subject to sleep effects.
Immunity to Stunning (Ex)
You are never subject to stunning.
You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
Litany of Doom (Su)
A Golvor can utter a stream of mind numbing atrocities as a standard action. All living creatures within a 30-foot spread must succeed on a Will save DC 34 or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the litany cannot be affected by the same Golvor's litany for 24 hours.
Once per round, the Golvor can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, a Golvor must be adjacent to the target. The target can resist the attack with a successful Will save DC 34. A creature that successfully saves is immune to that same Golvor's possession for 24 hours.
In most cases, it's difficult to destroy a Golvor through simple combat: the "destroyed" entity restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. There is no known way to permanently destroy a Golvor but those who manage to destroy their form fear their imminent revenge.
Resistance to Electricity (Ex)
You may ignore 10 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex)
You may ignore 10 points of Fire damage each time you take fire damage.
Sphere of Oblivion (Su)
Five times per day, the Golvor can manifest a 2-foot-diameter sphere of complete and utter darkness that hovers above its right hand. The sphere is an empty void similar to a sphere of annihilation. Any matter (living or nonliving) that touches the sphere must succeed on a DC 22 Fortitude save or be sucked into the sphere and destroyed. Larger objects (such as ships or buildings) are destroyed at a rate of one 10-foot cube per round of contact with the sphere. By concentrating, the Golvor can control this sphere, causing it to fly slowly at a speed of 10 feet per round. The sphere can travel in any direction, but must remain within 300 feet of the Golvor or it immediately dissipates. The sphere is highly unstable and only lasts 1d4 minutes before harmlessly imploding upon itself. Alternatively, the Golvor may hurl the sphere as a ranged touch attack (with a 10-foot range increment) against a single creature. When thrown in this manner, the sphere implodes immediately after the attack is resolved.
A Golvor speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The Golvor can speak only one language at a time, although it may be able to understand several languages. It can make itself understood as far as its voice carries.
Tormented Gaze (Su)
Any creature who the Golvor concentrates his gaze is visited with visions of the worst torments of a soul. This attack has a range of 30 feet that causes 2d10 damage and 1d4 Wisdom damage (Fortitude save DC 34 negates Wisdom damage but not physical damage).
True Seeing (Sp)
You see all things as they actually are, as per the spell True Seeing, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.