CREATURE 5
Perception +15; darkvision, echolocation 40 feet
Skills Acrobatics +13, Athletics +13, Intimidation +11
Str +6 Dex +4 Con +2 Int +1 Wis +6 Cha +2
Echolocation A skaveling can use its hearing as a precise sense at the listed range.
AC 22; Fort +11, Ref +13, Will +15
HP 80
Speed 15 feet, fly 30 feet
Melee fangs +15, Damage 2d8+8 plus ghoul fever and paralysis
Melee wing +15 (agile), Damage 2d4+8 plus skrik nettle venom
Bone-Chilling Screech (auditory, emotion, fear, mental, necromancy, 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.
Ghoul Fever (disease) Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day)
Paralysis (incapacitation, occult, necromancy) Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected.Success The creature is slowed 1.Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save. into a standard potion of flying.
Bestiary 2, page 241.
Open Skaveling in the interactive creatures list or browse all creatures starting with S.