Ancient Skaveling

Level 15
Creature· chaoticUniqueLargeLegacy
AC
37
HP
270
Speed
15 ft.
Perception
+29
Fort
+25
Ref
+27
Will
+29
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages aklo, necril, sakvroth
Senses darkvision, echolocation 60 ft.
Skills athletics +29, acrobatics +27, intimidation +25
Other Speeds fly 30 ft.
Recall Knowledge DC 44 (religion)

Attacks

Melee Fangs +29, Damage 3d12+16 piercing
Melee Wing +29 (agile), Damage 3d8+16 bludgeoning

Abilities

Echolocation 60 feetinteraction

The ancient skaveling can use its hearing as a precise sense at the listed range

Bone-Shattering Screech◆◆

The skaveling unleashes a devastating screech that not only chills the bones but shatters them. The screech can be heard throughout the region and alerts all creatures in the Hanging Castle. Creatures in a 20-foot area take 12d6 sonic damage must also attempt a DC 36 will save.

The skaveling can't use Bone-Shattering Screech again for .


Critical Success The creature is unaffected and is temporarily immune to Bone-Shattering Screech for 24 ho

Ghoul Fever

Saving Throw DC 36 fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 2d6 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 2d6 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a ghoul the next midnight

Paralysis

Any creature hit by the skaveling's Strikes must attempt a DC 36 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.

Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted undead creatures. Their creators are the bloodsucking urdefhans of the Darklands, who create skavelings from giant bats specially raised on diets of toxic fungus and the flesh of ghouls-especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of cytillesh oil. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects.

Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back-urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm's way.