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Sabosan

CR 5.00 Monstrous Humanoid NE Medium HD 7
This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.

Sabosan are an intelligent and evil race of batlike humanoids that dwell in warm and isolated forests or deep underground in vast caverns.

Sabosan are vicious predators, combining human intelligence with a bat's natural adaptations for hunting. They favor warm climates, preferring to make their lairs in places that are inaccessible to most intruders, such as mountaintop crags, abandoned ruins, subterranean caverns near hidden hot springs, and dense canopies of jungle trees. With wingspans almost three times their height, sabosan are agile and graceful fliers, capable of traveling miles on a single current of air in their dauntless search for prey.

Although they can see as well as any human in daylight, sabosan hunt at twilight or after dark when their echolocation-based blindsense ability gives them a great advantage. Sabosan can also use their voices offensively, funneling their screeches into blasts of high- pitched sound capable of deafening other creatures. When hunting en masse or attacking foes, a sabosan employs its fell shriek on adversaries while other sabosan use their massive wings to churn up great clouds of dust and debris, rendering foes deaf and blind.

A sabosan's emaciated frame belies its strength and agility, which are not apparent from its gaunt appearance. Its giant, leathery wings can reach a span of almost 20 feet. Both males and females have red or dark brown fur on their heads, necks, chests, and backs. Sabosan stand just under 6 feet tall and weigh only 150 pounds.

HP
52 (7d10+14)
AC
18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
Init
+8
Speed
30 ft., fly 40 ft. (good)
Fort
+4
Ref
+9
Will
+6
BAB
+7
CMB
+10
CMD
24
Melee
bite +10 (1d6+3 plus bleed), 2 claws +10 (1d6+3 plus grab)
str
16
+3
dex
18
+4
con
15
+2
int
9
-1
wis
13
+1
cha
10
+0

Weapons: Simple

bleed (1d4)

blood drain (1 Constitution)

Dust Cloud — A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.

Fell Shriek — As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful DC 15 Fortitude save or be deafened for 1 minute. Sabosan are immune to this ability. The save DC is Constitution-based.

powerful charge (claw, 2d6+6)

Universal Monster Rules

Bleed (1d4) Ex from Universal Monster Rule
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Blood Drain (1 Constitution) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Powerful Charge (claw, 2d6+6) Ex from Universal Monster Rule
When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature's description.

Special Abilities

Dust Cloud from text
A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.
Fell Shriek from text
As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful DC 15 Fortitude save or be deafened for 1 minute. Sabosan are immune to this ability. The save DC is Constitution-based.

Feats, Traits & Items

Flyby Attack from Feat

When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Hover from Feat

A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.

If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

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.

Skill Focus (Perception) from Feat

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.

Calculated: +3 Skill Bonus

Acrobatics +11, Fly +8, Perception +14, Stealth +14

Details
Type
Monstrous Humanoid
Alignment
NE
Size
Medium
Environment
warm forests or underground
Organization
solitary, hunting party (2-6), or clan (7-12)
Treasure
standard
Senses
blindsense 60 ft., darkvision 60 ft., scent; Perception +14
Languages
Abyssal
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core 2 Recognized publisher
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