Skaveling

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

Skaveling (CR 5)

Large Undead
Alignment: Chaotic Evil
Initiative: +7
Senses: Blindsense 120 feet; Perception +14
  Speed: 20 feet, Fly 40 feet (good)
Space: 10 feet
 

Defense

Armor Class: 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, -1 size)
Hit Points: 58 (9d8+18)
Saving Throws: Fort +5, Ref +6, Will +8
Immunity: undead traits
 

Offense

Melee: bite +10 (2d8+7 plus disease and Paralysis)
Reach: 5 feet
  Special Attacks: screech, Paralysis (1d4+1 rounds, DC 16)
 

Statistics

StrDexConIntWisCha
21 (+5) 17 (+3) - 8 (-1) 15 (+2) 14 (+2)
Base Attack Bonus: +6
CMB +12
CMD 26
  Feats: Dodge, Fly-by Attack, Improved Initiative, Skill Focus (Stealth)
  Skills: Fly +13, Perception +14 (+18 when using blindsense), Stealth +14
  • Racial Modifiers: +4 Perception when using blindsense
Languages: Undercommon
 

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 (Pathfinder RPG Bestiary 146).

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.
 

Ecology

Environment: Any Underground
Organization: solitary or colony (2-8)
Treasure: incidental

  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.