Library / Bestiary

Berbalang

CR 6.00 Undead CE Medium
This hunched, bat-winged horror moves with an uncanny grace, its glowing eyes and long tongue presenting a frightening visage.

Berbalangs prefer to make their homes within a day's travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.

STR
17
DEX
19
CON
-
INT
13
WIS
16
CHA
18
HP
68 (8d8+32)
AC
20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
Speed
40 ft., fly 60 ft. (good)
Init
+4
Melee
1 bite +9 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)
BAB
+6
CMB
+9
CMD
26
Fort
+6
Ref
+6
Will
+9
DR
10/good or silver
Defensive Abilities
projection

Weapons: Simple

paralysis (1d4+1 rounds, DC 18)

<p class="stat-block-1"> You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat). </p>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15

spell-like abilities:
At will—Bleed, At will—Ghost Sound, 3/day—Alter Self, 3/day—Charm Person
Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any land
Organization
solitary or pack (2-8)
Treasure
standard
Senses
darkvision 60 ft.; Perception +14
Languages
Common
Source
Bestiary 3
Sources Used in This Record
7 House/Core
  • Uses feat: Defensive Combat Training (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Bleed (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Ghost Sound (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Alter Self (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Person (Spell)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.