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SkavelingCreature 5


NLargeUndead
Source Pathfinder Bestiary 2
Perception +15 (darkvision, echolocation 40 feet)
Languages none
Skills Acrobatics +13, Athletics +13, Intimidation +11
Str +6, Dex +4, Con +2, Int +1, Wis +6, Cha +2

AC 22; Fort +11; Reflex +13; Will +15;
HP 80
Speed 15 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Fangs One Action +15 (+10, +5) to hit 2d8+8 Piercing
Wing One Action +15 (+11, +7) to hit (agile) 2d4+8 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Echolocation

A skaveling can use its hearing as a precise sense at the listed range

Bone-Chilling Screech Two Actions (auditory, emotion, fear, mental, necromancy, occult)

The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 will save.

The skaveling can't use Bone-Chilling Screech again for 1d4 rounds.


Critical Success The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 2 and Stunned 1 by fear.

Ghoul Fever (disease)

Saving Throw DC 22 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight

Paralysis (incapacitation, occult, necromancy)

Any creature hit by the skaveling's Strikes must attempt a DC 22 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Slowed 1.

Failure The creature is Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.


Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted undead creatures. Their creators are the bloodsucking urdefhans of the Darklands, who create skavelings from giant bats specially raised on diets of toxic fungus and the flesh of ghouls-especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of cytillesh oil. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects.

Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back-urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm's way.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.