Skaveling.json 12 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798
  1. {
  2. "ac": 22,
  3. "alignment": "CE",
  4. "breadcrumbs_spa": [],
  5. "category": "creature",
  6. "charisma": 2,
  7. "constitution": 2,
  8. "creature_ability": [
  9. "Echolocation",
  10. "Bone-Chilling Screech",
  11. "Ghoul Fever",
  12. "Paralysis"
  13. ],
  14. "creature_family_markdown": "",
  15. "dexterity": 4,
  16. "exclude_from_search": false,
  17. "fortitude_save": 11,
  18. "hp": 80,
  19. "hp_raw": "80",
  20. "id": "creature-803",
  21. "image": [
  22. "/Images/Monsters/Skaveling.png"
  23. ],
  24. "immunity": [
  25. "death effects",
  26. "disease",
  27. "paralyzed",
  28. "poison",
  29. "unconscious"
  30. ],
  31. "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38)",
  32. "intelligence": 1,
  33. "language_markdown": "",
  34. "level": 5,
  35. "markdown": "<title level=\"1\" pfs=\"Standard\">[Skaveling](/Monsters.aspx?ID=803)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nHideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true [ghouls](/MonsterFamilies.aspx?ID=52) but instead are specifically crafted undead creatures. Their creators are the bloodsucking [urdefhans](/MonsterFamilies.aspx?ID=158) of the Darklands, who create skavelings from [giant bats](/Monsters.aspx?ID=46) 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](/Equipment.aspx?ID=110). 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.\n\n 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Undead](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 20\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 18\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 15\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Skaveling.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 5\">[Skaveling](/Monsters.aspx?ID=803)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 241 <sup>2.0</sup></row>\n\n**Perception** +15; [darkvision](/MonsterAbilities.aspx?ID=12), echolocation 40 feet\r\n\r\n**Languages**\n\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +13, [Athletics](/Skills.aspx?ID=3) +13, [Intimidation](/Skills.aspx?ID=7) +11\r\n\r\n<row gap=\"medium\">\r\n**Str** +6\r\n\r\n**Dex** +4\r\n\r\n**Con** +2\r\n\r\n**Int** +1\r\n\r\n**Wis** +6\r\n\r\n**Cha** +2\r\n</row>\r\n\r\n**Echolocation** A skaveling can use its hearing as a precise sense at the listed range\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 22 \r\n\r\n**Fort** +11 \r\n\r\n**Ref** +13 \r\n\r\n**Will** +15 \n\n</row>\r\n\r\n**HP** 80\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38)\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 15 feet, fly 30 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nfangs +15,\r\n**Damage** 2d8+8 plus ghoul fever and paralysis\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nwing +15 ([Agile](/Traits.aspx?ID=170)),\r\n**Damage** 2d4+8 plus paralysis\n\n**Bone-Chilling Screech** <actions string=\"Two Actions\" /> ([Auditory](/Traits.aspx?ID=16), [Emotion](/Traits.aspx?ID=60), [Fear](/Traits.aspx?ID=68), [Mental](/Traits.aspx?ID=106), [Necromancy](/Traits.aspx?ID=117), [Occult](/Traits.aspx?ID=120)) 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. <br />**Critical Success** The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours. <br />**Success** The creature is [frightened 1](/Conditions.aspx?ID=19). <br />**Failure** The creature is frightened 2. <br />**Critical Failure** The creature is frightened 2 and [stunned 1](/Conditions.aspx?ID=36) by fear.\r\n\r\n**Ghoul Fever** ([Disease](/Traits.aspx?ID=46)) **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); **Stage 6** dead, and rises as a [ghoul](/MonsterFamilies.aspx?ID=52) the next midnight\r\n\r\n**Paralysis** ([Incapacitation](/Traits.aspx?ID=93), [Occult](/Traits.aspx?ID=120), [Necromancy](/Traits.aspx?ID=117)) Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude save. <br />**Critical Success** The creature is unaffected. <br />**Success** The creature is [slowed 1](/Conditions.aspx?ID=35). <br />**Failure** The creature is [paralyzed](/Conditions.aspx?ID=28). It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Skaveling Intellect</title>\r\n\r\nAs a curious side effect of its creation, a skaveling absorbs many of the memories and thoughts of the [ghoul](/MonsterFamilies.aspx?ID=52) brains it was fed. While it was merely an oversized animal in life, in undeath these memories coalesce into a strange form of intelligence that affords the skaveling the ability to speak and reason, all the better to serve its [urdefhan](/MonsterFamilies.aspx?ID=158) masters.\r\n</aside>",
  36. "name": "Skaveling",
  37. "npc": false,
  38. "perception": 15,
  39. "pfs": "Standard",
  40. "rarity": "common",
  41. "reflex_save": 13,
  42. "release_date": "2020-05-27",
  43. "resistance": {},
  44. "search_markdown": "<traits>\r\n<trait label=\"Undead\" url=\"/Traits.aspx?ID=160\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary 2](/Sources.aspx?ID=32) pg. 241 <sup>2.0</sup></row>\n\n<row gap=\"medium\">\r\n**HP** 80\r\n\r\n**AC** 22\r\n\r\n**Fort** +11\r\n\r\n**Ref** +13\r\n\r\n**Will** +15\r\n\r\n**Perception** +15\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nHideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted …\r\n</summary>",
  45. "sense": " darkvision , echolocation 40 feet",
  46. "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), echolocation 40 feet",
  47. "size": [
  48. "Large"
  49. ],
  50. "skill": [
  51. "Acrobatics +13",
  52. "Athletics +13",
  53. "Intimidation +11"
  54. ],
  55. "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +13, [Athletics](/Skills.aspx?ID=3) +13, [Intimidation](/Skills.aspx?ID=7) +11",
  56. "source": [
  57. "Bestiary 2"
  58. ],
  59. "source_raw": [
  60. "Bestiary 2 pg. 241"
  61. ],
  62. "source_category": "Rulebooks",
  63. "source_markdown": "<row gap=\"tiny\">[Bestiary 2](/Sources.aspx?ID=32) pg. 241 <sup>2.0</sup></row>",
  64. "speed": {
  65. "fly": 30,
  66. "land": 15,
  67. "max": 30
  68. },
  69. "speed_markdown": "15 feet, fly 30 feet",
  70. "speed_raw": "15 feet, fly 30 feet",
  71. "spell_markdown": "",
  72. "strength": 6,
  73. "strongest_save": [
  74. "will"
  75. ],
  76. "summary": "Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted …",
  77. "summary_markdown": "Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted …",
  78. "text": " Skaveling 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. Recall Knowledge - Undead (Religion): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Skaveling Source Bestiary 2 pg. 241 2.0 Perception +15; darkvision, echolocation 40 feet Languages 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 Immunities death effects, disease, paralyzed, poison, unconscious --- Speed 15 feet, fly 30 feet Melee Single Action fangs +15, Damage 2d8+8 plus ghoul fever and paralysis Melee Single Action wing +15 (Agile), Damage 2d4+8 plus paralysis Bone-Chilling Screech Two Actions (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); Stage 6 dead, and rises as a ghoul the next midnight 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. Skaveling Intellect As a curious side effect of its creation, a skaveling absorbs many of the memories and thoughts of the ghoul brains it was fed. While it was merely an oversized animal in life, in undeath these memories coalesce into a strange form of intelligence that affords the skaveling the ability to speak and reason, all the better to serve its urdefhan masters. ",
  79. "trait": [
  80. "Undead",
  81. "CE",
  82. "Large"
  83. ],
  84. "trait_markdown": "[Undead](/Traits.aspx?ID=160)",
  85. "trait_raw": [
  86. "Undead"
  87. ],
  88. "type": "Creature",
  89. "url": "/Monsters.aspx?ID=803",
  90. "vision": "Darkvision",
  91. "weakest_save": [
  92. "fort",
  93. "fortitude"
  94. ],
  95. "weakness": {},
  96. "will_save": 15,
  97. "wisdom": 6
  98. }