ZrukbatCreature 2
Source Pathfinder #157: Devil at the Dreaming Palace
Perception +7 (darkvision)
Languages Common, Sylvan
Skills Acrobatics +10, Athletics +9, Deception +5, Stealth +10
Str +3, Dex +4, Con +3, Int +1, Wis -1, Cha -1
AC 18; Fort +9; Reflex +10; Will +5;
HP 30
Speed 20 feet (climb 20 feet, fly 20 feet)
Immunities sleep
Weaknesses Coldiron 5
Claw +11 (+6, +1) to hit 1d8+3 Slashing
Fangs +11 (+6, +1) to hit 1d6+3 Piercing
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.
Dubious Shifting (concentrate, polymorph, primal, transmutation)The zrukbat assumes the shape of any Small object or ornamentation, although the zrukbat's mimicked objects usually have unrealistic or suspicious quirks.
This doesn't change the zrukbat's size but can alter their coloration and visual appearance.
They have an automatic result of 23 on Deception checks and DCs to pass as the mimicked object.
Go for the EyesThe zrukbat flies up to its Speed and makes a claw Strike at the end of its move.
If the claw attack hits, the target must succeed on a DC 15 fortitude saving throw or be Blinded for 1 round (or blinded for 1 minute on a critical failure). If the Strike was a critical hit, the target's save result is one degree of success worse.
Traits
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.
FeyCreatures of the First World are called the fey.