You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
This bat has a wingspan the length of two humans, over-sized ears, and a squat, upturned snout with rows of needle-like teeth.
MobatCR 3
XP 800
N Large magical beast
Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
Defense
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2
Offense
Speed 20 ft., fly 40 ft. (good)
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
Statistics
Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Flyby Attack, Skill Focus (Stealth)
Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using blindsense
Languages Undercommon (cannot speak)
Ecology
Environment temperate or warm forests, hills, or underground
Organization solitary or colony (2–8)
Treasure incidental
Special Abilities
Screech (Su) Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Mobats are magical giant bats with wolfish grins and immense wingspans. Survivors of a lost era, they are rarely seen beyond the dark forests and deep caves they haunt. Although mobats are omnivores, they vastly prefer the flavor of fresh meat over that of other prey.
Mobats' fur varies in coloration, from deep auburn to almost black, and their skin is black. A mobat's wingspan is 15 feet across, and it weighs 250 pounds.
This monstrously sized, undead bat has mottled, decayed flesh and eyes that smolder with an unholy green glow.
Skaveling CR 5
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.
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.