Popobala
The popobala is a much-feared shapeshifter that haunts and hunts warm coastal lands, roaming night and day to terrorize and spread anarchy and unrest while slaking its insatiable twin urges for violence and prurience. Shifting freely between bat, human, and its natural form, the popobala is most dreaded for its mesmeric charms, but it is more than capable of engaging in savage bloodletting against those who anger it. Popobalas are attracted to chaos, anarchy, and unrest, as the intensity of emotions and uncertainty inflames its already fierce urges. War, changes of government, and religious or ethnic strife or persecution—all of these excite a popobala, and if a society remains too settled and stable, the beast is never above fomenting unrest through its own predations.
A typical popobala is 5 feet tall with a 12 foot wingspan. It weighs only 100 pounds.
- HP
- 225 (18d10+126); fast healing 10 (see harvester of sorrow)
- AC
- 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
- Speed
- 30 ft., climb 30 ft., fly 80 ft. (average)
- Init
- +10
- Melee
- bite +25 (2d6+6 plus 1d4 Cha drain), 2 talons +25 (1d6+6 plus grab and popobala fever), 2 wings +20 (1d6+3)
- BAB
- +18
- CMB
- +24 (+28 grapple)
- CMD
- 41
- Fort
- +12
- Ref
- +17
- Will
- +14
- DR
- 10/magic
- Defensive Abilities
- harvester of sorrow
Weapons: Simple
rend (2 talons, 2d6+9)
Horrid Haunting — A popobala may use ghost sound or ventriloquism as a free action whenever it manipulates a creature or object with animate objects, dominate person, or telekinesis. The ghost sound or ventriloquism originates from the controlled object or creature.
Change Shape — A popobala loses its frightful presence, popobala fever, and stench abilities when not in its true form.
Dodge, Flyby Attack, Improved Initiative, Mobility, Power Attack, Skill Focus (Intimidate), Toughness, Weapon Focus (talons), Weapon Focus (talons)
<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>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<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>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Acrobatics +15, Bluff +24, Climb +14, Disguise +15, Intimidate +33, Knowledge (local) +21, Perception +24, Perform (act) +15, Sense Motive +12, Stealth +27
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Medium
- Environment
- warm coasts or forests
- Organization
- solitary
- Treasure
- standard
- Senses
- blindsense 60 ft., darkvision 60 ft.; Perception +24
- Languages
- Common
- Source
- Bestiary 3
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Clairaudience/Clairvoyance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ventriloquism (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dominate Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Eyebite (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Feeblemind (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spell Turning (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Animate Objects (Spell)House/Core — covered by the site's Section 15.
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