Bat, Skaveling
Known in some circles as ghoul bats, skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.
- HP
- 58 (9d8+18)
- AC
- 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
- Speed
- 20 ft., fly 40 ft. (good)
- Init
- +7
- Melee
- bite +10 (2d8+7 plus disease and paralysis)
- Space
- 10 ft.
- Reach
- 5 ft.
- BAB
- +6
- CMB
- +12
- CMD
- 26
- Fort
- +5
- Ref
- +6
- Will
- +8
- Racial Modifiers
- +4 Perception when using blindsense
Screech — Once per day as a standard action, a skaveling can screech as a mobat, save that those who are affected are stunned for 1d3 rounds unless they make a DC 16 Fortitude save. The save DC is Charisma-based.
paralysis (1d4+1 rounds, DC 16)
Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Stealth)
Fly +13, Perception +14 (+18 when using blindsense), Stealth +14
- Type
- Undead
- Alignment
- CE
- Size
- Large
- Environment
- any underground
- Organization
- solitary or colony (2-8)
- Treasure
- incidental
- Senses
- blindsense 120 ft.; Perception +14
- Languages
- Undercommon
- Source
- Bestiary 2
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