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Bat, Skaveling

This monstrously sized, undead bat has mottled, decayed flesh and eyes that smolder with an unholy green glow.

Skaveling CR 5

Source Bestiary 2 pg. 42
XP 1,600
CE Large undead
Init +7; Senses blindsense 120 ft.; Perception +14

Defense

AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)
hp 58 (9d8+18)
Fort +5, Ref +6, Will +8
Immune undead traits

Offense

Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (2d8+7 plus disease and paralysis)
Space 10 ft., Reach 5 ft.
Special Attacks screech, paralysis (1d4+1 rounds, DC 16)

Statistics

Str 21, Dex 17, Con —, Int 8, Wis 15, Cha 14
Base Atk +6; CMB +12; CMD 26
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Fly +13, Perception +14 (+18 when using blindsense), Stealth +14; Racial Modifiers +4 Perception when using blindsense
Languages Undercommon

Ecology

Environment any underground
Organization solitary or colony (2–8)
Treasure incidental

Special Abilities

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (see ghouls).

Screech (Su) Once per day as a standard action, a skaveling can screech as a mobat, save that those who are affected are stunned for 1d3 rounds unless they make a DC 16 Fortitude save. The save DC is Charisma-based.

Description

Known in some circles as ghoul bats, skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.

Creatures in "Bat" Category

NameCR
Bat Swarm2
Dire Bat2
Mobat3
Skaveling5
Sootwing Bat1/2