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SkavelingCreature 5


Large​Undead​Unholy​
Source Pathfinder Monster Core 2
Perception +15 (darkvision, echolocation (precise) 40 feet)
Languages Aklo, Sakvroth
Skills Acrobatics +13, Athletics +13, Intimidation +11
Str +6, Dex +4, Con +2, Int +1, Wis +6, Cha +2

AC 22; Fort +11; Reflex +13; Will +15;
HP 80
Speed 15 feet (fly 30 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed

Fangs One Action +15 (+10, +5) to hit 2d8+8 Piercing
Wing One Action +15 (+11, +7) to hit (agile) 2d4+8 Bludgeoning

Echolocation

A skaveling can use their hearing as a precise sense at the listed range.

Bone-Chilling Screech Two Actions (auditory, emotion, fear, mental, occult)

The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 will save.

The skaveling can't use Bone-Chilling Screech again for 1d4 rounds.


Critical Success The creature is unaffected and is temporarily immune to Bone-Chilling Screech for 24 hours.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is frightened 2 and Stunned 1 by fear.

Consume Flesh One Action (manipulate)

Requirements The skaveling is adjacent to the corpse of a creature that died within the last hour


Effect The skaveling devours a chunk of the corpse and regains 1d6 Hit Points plus 1d6 for every 2 levels the skaveling has ((1+(max(0,floor(@actor.level/2))))d6 healing). They can regain Hit Points from any given corpse only once.

Feast on Fear Reaction (occult)

Trigger The skaveling deals damage to a Frightened creature with a fangs Strike


Effect The skaveling draws power from the fear infusing a creature's flesh. The frightened creature must attempt a DC 22 fortitude saving throw.


Critical Success The creature is unaffected.

Success The creature takes a –5-foot status penalty to its Speed, and the skaveling gains a +5-foot status bonus to their Speeds until the end of their next turn.

Failure The creature takes a –10-foot status penalty to its Speed, and the skaveling gains a +10-foot status bonus to their Speeds until the end of their next turn.

Critical Failure The creature is Slowed 1, and the skaveling can immediately Fly, Step, or Stride as a free action; this movement doesn't trigger reactions.

Effect: Feast on Fear

Swift Dart One Action (move)

The skaveling Flies up to half their Speed. This movement doesn't trigger reactions.


One must perform a hideous ritual to make a skaveling. Though sometimes called ghoul bats, they're specifically crafted undead rather than true ghouls. The bloodsucking urdefhans of the Darklands raise giant bats on a toxic fungus and the flesh of ghouls—specifically their brains. Upon reaching maturity, these giant bats are ritually slain via poison. While this rots away the flesh of most creatures, the specially prepared bats immediately rise from death as skavelings.

Despite their tattered wings and sagging skin, skavelings are quite capable of flight, even when carrying a creature on their back. Urdefhans often use them as mounts. Their intelligence is more advanced than that of a typical giant bat, and in combat they behave more like allies than animals, capable of making tactical decisions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.