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There is a Legacy version here.

Skaveling

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.

Recall Knowledge - Undead (Religion): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

SkavelingCreature 5

Large Undead Unholy 
Source Monster Core 2 pg. 287
Perception +10; darkvision, echolocation 40 feet
Languages Aklo, Sakvroth
Skills Acrobatics +8, Athletics +8, Intimidation +6
Str +6, Dex +4, Con +2, Int +1, Wis +6, Cha +2
Echolocation A skaveling can use their hearing as a precise sense at the listed range.
AC 17; Fort +6, Ref +8, Will +10
HP 80; Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Speed 15 feet, fly 30 feet
Melee [one-action] fangs +10 [+5/+0], Damage 2d8+8 piercingMelee [one-action] wing +10 [+6/+2] (agile), Damage 2d4+8 bludgeoningBone-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 17 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. 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 17 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.Swift Dart [one-action] (move) The skaveling Flies up to half their Speed. This movement doesn't trigger reactions.

Sidebar - Additional Lore Skaveling Intellect

As a curious side effect of their creation, skavelings absorb many memories of the ghoul brains on which they were fed. While merely an oversized animal in life, in undeath these memories coalesce into a strange form of intelligence that affords skavelings the ability to speak and reason, all the better to serve their urdefhan masters. Skavelings remain loyal to urdefhans and never take actions in a fight that would harm their creators.

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