Fortitude +38, Reflex +34, Will +37
Acrobatics +32, Athletics +39, Deception +38, Diplomacy +38, Intimidation +40, Nature +32, Stealth +35
Darkvision, Scent 60 feet Imprecise
Common, Draconic, Necril, Pyric
Bleed, Death Effects, Disease, Fire, Paralyzed, Poison, Sleep
Cold 20, Holy 20
Actions & Abilities
Jaws
Damage: 4d12+13 Piercing, 2d6 Fire, 2d6 Void
Horn
Damage: 2d6 Void, 4d12+17 Slashing
Claw
Damage: 4d10+13 Slashing, 2d6 Void
Tail
Damage: 4d8+13 Slashing, 2d6 Void
Wing
Damage: 4d8+13 Slashing, 2d6 Void
Smoke Vision
Smoke doesn't impair a cinder ravener's vision; it ignores the condition from smoke.
Soulsense 60 feet
A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense.
+2 Status to All Saves vs. Primal
Cowering Fear
90 feet.
A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least Frightened 2 or more as a result of the ravener's frightful presence, it's also from the fear.
Discorporate
Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward
Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy to escape. They take 50[untyped] damage to their soul ward and their physical body vanishes, reappearing {1d4 hours} later in a random location within 1 mile from the location where they used Discorporate.
Reactive Strike (Jaws Only)
Soul Ward
200 HP
An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, Void Breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk.
Void Healing
All Becomes Flame
The ravener curses a creature within 60 feet to have their magic replaced with primordial flames. The creature must attempt a save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected.
Success The creature is cursed for 1 round. While cursed, any spells that the creature casts gain the fire trait and have their damage type changed to fire damage, regardless of the original damage type or types of the spell. Additionally, any magical items that the cursed target holds or wields are affected in the same manner, such as changing the cold damage of a frost rune to fire damage. The cursed creature can attempt to temporarily suppress the curse as an action, which has the concentrate trait. If the creature succeeds a save, the curse is suppressed until the end of their turn.
Failure As success, but the curse's duration is 1 hour.
Critical Failure As success, but the curse's duration is 1 day, and the DC to suppress the curse increases to DC 44.
Consume Soul
Trigger A living creature within 30 feet of the ravener dies
Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a save with the same DC as the ravener's breath ability.
Critical Success The creature is unaffected.
Success The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are Drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level.
Failure As success, but the creature's soul is ravaged. The creature is Drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level.
Critical Failure As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via powerful magic such as a wish ritual, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.
Manipulate Flames
The ravener intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 5d6[fire] damage.
Vicious Criticals
The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a save or gain the Drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.
Void Breath
The ravener breathes a blast of necrotic flame that deals 20d6[fire,4d6[persistent,void]|options:area-damage] damage ( save). A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If a creature is drained by the ravener's Void Breath, the ravener's soul ward gains 5 HP. The ravener can't use Void Breath again for {1d4 rounds}.
Creature Abilities
Smoke Vision. Smoke doesn't impair a cinder ravener's vision; it ignores the condition from smoke.
Soulsense 60 feet. A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense.
Cowering Fear. 90 feet.
A ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least Frightened 2 or more as a result of the ravener's frightful presence, it's also from the fear.
Discorporate. Trigger The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward
Effect The ravener draws deeply into their soul ward, discorporating their body into soul energy to escape. They take 50[untyped] damage to their soul ward and their physical body vanishes, reappearing {1d4 hours} later in a random location within 1 mile from the location where they used Discorporate.
Soul Ward. 200 HP
An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, Void Breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk.
All Becomes Flame. The ravener curses a creature within 60 feet to have their magic replaced with primordial flames. The creature must attempt a save. Regardless of the result, the target becomes temporarily immune for 1 day. Critical Success The creature is unaffected.
Success The creature is cursed for 1 round. While cursed, any spells that the creature casts gain the fire trait and have their damage type changed to fire damage, regardless of the original damage type or types of the spell. Additionally, any magical items that the cursed target holds or wields are affected in the same manner, such as changing the cold damage of a frost rune to fire damage. The cursed creature can attempt to temporarily suppress the curse as an action, which has the concentrate trait. If the creature succeeds a save, the curse is suppressed until the end of their turn.
Failure As success, but the curse's duration is 1 hour.
Critical Failure As success, but the curse's duration is 1 day, and the DC to suppress the curse increases to DC 44.
Consume Soul. Trigger A living creature within 30 feet of the ravener dies
Effect The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a save with the same DC as the ravener's breath ability.
Critical Success The creature is unaffected.
Success The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are Drained 1 in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level.
Failure As success, but the creature's soul is ravaged. The creature is Drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature's level.
Critical Failure As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via powerful magic such as a wish ritual, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level.
Manipulate Flames. The ravener intensifies nearby fires. Every foe within 60 feet taking persistent fire damage takes 5d6[fire] damage.
Vicious Criticals. The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a save or gain the Drained 1 condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.
Void Breath. The ravener breathes a blast of necrotic flame that deals 20d6[fire,4d6[persistent,void]|options:area-damage] damage ( save). A creature that fails its save is also Drained 1 (or Drained 2 on a critical failure). If a creature is drained by the ravener's Void Breath, the ravener's soul ward gains 5 HP. The ravener can't use Void Breath again for {1d4 rounds}.
Source, license, and attribution
Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.