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Verex-That-Was

Once an orc god, Verex-That-Was has been reshaped into a towering creature of mangled flesh and bone.

Recall Knowledge - Aberration (Occultism): DC 58
Unspecific Lore: DC 56
Specific Lore: DC 53

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Verex-That-WasCreature 23

Unique Gargantuan Aberration Mythic 
Source War of Immortals pg. 207
Perception +40; darkvision, truesight
Languages Aklo, Common, Orcish
Skills Athletics +43, Intimidation +43
Str +12, Dex +9, Con +11, Int +7, Wis +7, Cha +4
AC 49; Fort +40, Ref +36, Will +34; mythic resilience (all saves)
HP 520, regeneration 30 (deactivated by sloughstone weapons); Immunities acid, death effects, disease, mental, mythic immunity, poison; Resistances cold 25, fire 25, physical 20 (except sloughstone and holy); Weaknesses holy 20
Frightful Presence (aura, emotion, fear, mental) 150 feet, DC 43Mythic Immunity Verex-That-Was is immune to harmful spells cast by non-mythic creatures, Strikes made with non-mythic weapons, and unarmed Strikes from non-mythic characters.Mythic Resilience Verex-That-Was treats his saving throws with the associated save as one step better than they actually are (so a critical failure is a failure, a failure is a success, and a success is a critical success).Symphony of Pain [reaction] Trigger A creature within Verex-That-Was's frightful presence damages Verex-That-Was; Effect Verex unleashes an echo of psychic pain throughout his vicinity, inflicting mental damage equal to half of the damage he sustained on all creatures, friend or foe, within 150 feet (DC 43 basic Fortitude save).
Speed 50 feet, burrow 30 feet
Melee [one-action] claw +42 [+37/+32] (magical, unholy, reach 15 feet), Damage 5d10-2+22 slashing plus bloodboilsMelee [one-action] jaws +42 [+37/+32] (magical, unholy, reach 10 feet), Damage 4d12-2+22 piercing plus bloodboils and Improved GrabMelee [one-action] tail +42 [+38/+34] (agile, magical, unholy, reach 20 feet), Damage 3d8-2+22 bludgeoning plus bloodboilsRanged [one-action] teeth +40 [+35/+30] (magical, unholy, range increment 60 feet), Damage 5d6-2+16 piercingBattlefield Eruption [three-actions] (mythic, teleportation) Cost 1 Mythic Point; Effect Verex-That-Was burrows into the ground, reemerging anywhere on the same plane where either he or his worshippers have previously killed at least 10 sapient creatures in battle. A fountain of gore and shattered bone erupts from the ground when Verex arrives, dealing 16d10 piercing damage in a 30-foot emanation (DC 46 basic Reflex save).Bloodboils (disease) Wounds caused by direct contact with Verex-That-Was erupt into painful, blood-filled boils. A creature struck by Verex-That-Was's jaws or tail must succeed at a DC 43 Fortitude or gain weakness 10 to physical damage for 1 day as the boils explode messily each time the creature sustains another wound. The bloodboils can be counteracted with a 3rd-rank (or higher) cleanse affliction spell, but the disease also ends if the victim receives magical healing that brings them to their Hit Point maximum.Leap into the Fray [three-actions] Verex-That-Was Leaps up to 20 feet horizontally and up to 10 feet vertically and then makes one claw Strike, one jaws Strike, and one tail Strike in any order. If Verex-That-Was spends 1 Mythic Point as part of this action, he doubles the distances he can Leap and each creature he lands adjacent to is off-guard until the end of his turn.Mythic Power 3 Mythic Points
  • Undying Myth [free-action] Cost all Verex's Mythic Points; Trigger Verex-That-Was would die and has at least 1 Mythic Point; Effect Verex remains standing and conscious, and recovers 50% of his maximum Hit Points.
Swallow Whole [one-action] Huge, 4d10+10 bludgeoning, Rupture 50War Cry of Destruction [two-actions] (sonic, unholy, void) Verex-That-Was unleashes a terrible howl in a 60-foot-cone, dealing 12d6 sonic damage and 12d6 void damage to all creatures (DC 43 basic Fortitude save). The damage bypasses up to 25 Hardness of materials other than sloughstone. Creatures in the area with the orc trait can use a reaction to roar in defiance of their corrupted god, granting themselves a +2 circumstance bonus on the saving throw but extending the area of the war cry to also include a 30-foot emanation centered on themself; orc creatures also automatically howl in their death throes if they are reduced to 0 Hit Points by this ability. This area can extend as long as orc creatures remain within the area and choose to roar, but creatures within multiple overlapping areas of effect must attempt only one save. Verex-That-Was cannot loose another War Cry of Destruction for 1d4 rounds.

All Monsters in "Spawn of Rovagug"

NameLevel
Kothogaz, Dance Of Disharmony21
Sorvuth-Ka, Collector Of Despair24
Tarrasque, The Armageddon Engine25
Verex-That-Was24
Volnagur, The Endsinger22
Xotani, The Firebleeder20

Spawn of Rovagug

Source Monster Core 2 pg. 298
Though the destroyer god Rovagug lies trapped in the core of the planet like a fly trapped in amber, imprisoned since the Age of Creation by a coalition of deities, his cage has weakened with the passing of time, allowing his influence to seep forth and take form as living calamities known as the Spawn of Rovagug. These massive creatures have plagued Golarion for eons, their rampages responsible for shattered mountains, blasted deserts, and oceans that now fill craters in the earth, and their regenerative abilities ensure they're an eternal threat, never fully killed. That these creatures of utter destruction hold such a inextinguishable grip on life is a paradox scholars struggle to resolve. Some believe that each Spawn possesses the smallest fragment of their divine parent's blessings; others posit that their immortality comes from the destruction they cause, gaining an eternal future for every one stolen from their victims.

Accounts of the Spawns' attacks throughout history have an odd through line: each attack is followed by a notable, if brief, golden age for the region. While most attribute this to the cooperation required to fend off or at the very least survive a Spawn's depredations, some see this is a twisted sign that the creatures are bringers of “true” peace. These believers often lead cults intent on calling forth or reviving any recently slain Spawn.

Though many of the Spawn haven't been seen in years, the death of the god Gorum—one of the original architects of the Dead Vault—has weakened the seal once more, sending a ripple of Rovagug's will throughout Golarion. As if in answer, many of his Spawn have begun to reemerge, alarming Golarion's leaders, scholars, and warriors. After all, if a single Spawn is a generation-defining disaster, requiring the sacrifice of armies merely to minimize the damage it can cause, what unimaginable destruction would occur if all of them were to awaken at once?

Spawn Of Rovagug Abilities

Spawn of Rovagug are diverse in shape and destructive capabilities, but all have the following abilities.

Absolute Regeneration This functions as regeneration, though it requires very specific actions to be deactivated. A Spawn of Rovagug's regeneration is powerful enough to revive it even if slain by a death effect. If the Spawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 Hit Point. A Spawn can still be banished, imprisoned, or transported away as a means to save a region or kept in a state of dying by an effect that deals constant damage.

Slumbering Armageddon Spawn of Rovagug can sleep for centuries in a regenerative hibernation. While slumbering, a Spawn doesn't need to eat, drink, or even breathe, and its resistances double in value. It can't be located by detection, revelation, or scrying effects, and for any saving throw, it uses the outcome one degree of success better than the result. With no outlet while the Spawn slumbers, its massive destructive energies turn outward and infect its surroundings, causing natural disasters of a type matching the Spawn to occur more frequently and with greater severity in a 1-mile emanation from the Spawn's resting place, increasing in radius by roughly a mile every decade the Spawn slumbers.

Sidebar - Additional Lore Lesser Spawn of Rovagug

The history of Golarion includes stories of massive creatures that, while not conclusively Spawn of Rovagug, have earned the title of “lesser Spawn” due to their ferocity and similar regenerative abilities. Legends say that Old-Mage Jatembe, Azure Leopard, and more than 100 Tempest-Sun Mages trapped the insectile Agohbindi, the Splintering Child, in a forest of twisting roots near the Vanji River before liquefying the creature’s body. Cultists of Rovagug unleashed a thundering behemoth called Djakobu against the early Shory Empire; the magic invented for its defeat brought an age of prosperity to the empire. The manyheaded, crab-like Gray-Stag-Devourer terrorized the area that would become Irrisen and was driven off by the Grim White Stag, herald of Erastil.

Sidebar - Additional Lore Other Spawn

Tales and myths detail other Spawn of Rovagug that have appeared on Golarion. Chemnosit, the Monarch Worm, is feared throughout the Darklands. Kothogaz, the Dance of Disharmony, reportedly slew a million Vudrani in Casmaron before being defeated by a potent psychic. After the titanic beetle Ulunat, the Unholy First, was finally thwarted, ancient Osirians formed the city of Sothis around its carapace. Xotani the Firebleeder's corpse lies deep within Pale Mountain in Katapesh, seemingly still infused with the faintest spark of life.

Sidebar - Advice and Rules Spawn in Your Campaigns

Defeating (or even just surviving) a Spawn of Rovagug should be an important event in any campaign. It might even be the culmination of several adventures as the characters research ways to prevent the Spawn from rising immediately after it’s been slain and gather necessary allies for the fight. Along the way, the PCs might also have to deal with natural disasters precipitated by the Spawn’s approach and priests of Rovagug who believe the Spawn’s rampage will free their god.

Sidebar - Related Creatures Verex-That-Was

Not even gods are immune to Rovagug’s fell influence. While searching for means of greater power, the orc god Verex the Despoiler was caught by the Dead Vault’s corrupting energies and was nearly destroyed in his escape. However, when a drop of Gorum’s blood fell on his broken body, he was transformed into a horrible, twisted Spawn of Rovagug. Read more about this mythic threat in Pathfinder War of Immortals.