Sabosan
Description
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.
Combat Stats
- Melee
- bite +10 (1d6+3 plus bleed), 2 claws +10 (1d6+3 plus grab)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
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)
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
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.
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 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.
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.
Skills
Acrobatics +11, Fly +8, Perception +14, Stealth +14
- 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