Navigation

    Bestiary‎ > ‎(Bestiary) By Type‎ > ‎Magical Beasts‎ > ‎

    Clawbat

    A leathery piece of skin stretched across a frame of joints and bony knobs beats awkwardly through the air. Eyes glare from the folds of its thick wings, writhing tentacles surround its sucker-like maw, and a long, thin tongue darts forth seemingly at random to lash the air around it.

    clawbat CR 1

    XP 400
    N Small magical beast
    Init +3; Senses darkvision 60 ft., low-light vision, blood scent; Perception +2

    DEFENSE

    AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
    hp 11 (2d10)
    Fort +3, Ref +6, Will +2

    OFFENSE

    Speed 10 ft., fly 50 ft. (average)
    Melee 1 bite +6 (1d4–2 plus bleed)
    Special Attacks bleed (1), distraction (DC 11)

    STATISTICS

    Str 7, Dex 17, Con 10, Int 2, Wis 14, Cha 10
    Base Atk +2; CMB –1; CMD 12
    Feats Flyby Attack B, Weapon Finesse
    Skills Fly +5, Stealth +12

    SPECIAL ABILITIES

    Blood Scent (Ex)

    A clawbat can detect any creature at less than maximum hit points as if it had scent. Those at full hit points cannot be detected by the blood scent ability.

    Distraction (Ex)

    A clawbat’s lengthy tongue whips around its body as it feeds, lapping up the blood from wounded creatures nearby. Every round a clawbat may choose either a creature it attacks or any creature it passes adjacent to as it moves. If the target is at less than full hit points, it must make a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.