Ahool CR 5

This creature is easily the size and stock of a strong man or orc, corded with thick muscles that belie a nearly elven litheness. Unlike the kinder races, sharp talons extend from its hands and feet and its ears dwarf the creature’s head in their impressive size. The resemblance to a bat is uncanny, made concrete by the massive leathery wings that sprout from its back. Mottled brown fur covers its skin and accentuate the incredible tone of fitness apparent in the bat-like humanoid.

XP 1,600
NE Medium monstrous humanoid (air, shapechanger)
Init +5; Senses blindsense 60 ft.; darkvision 60 ft.; Perception +19


AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
hp 42 (5d10+15)
Fort +4, Ref +9, Will +7; DR 5/magic; Immune sonic; Resist cold 10; SR 16


Speed 30 ft., fly 60 ft. (perfect)
Melee bite +8 (1d8+3), 2 claws +8 (1d6+3), and 2 wings +3 (1d4+1)
Ranged javelin +10 (1d6+3) or bolas +10 (1d4+3)
Special Attacks disruptive echo, sanguine drain, wing buffet
Spell-Like Abilities (CL 5th; concentration +9)

2/daycontrol winds (DC 16), obscuring mist


Before Combat Ahool remain hidden and stalk prey, waiting for one opponent to become isolated from the rest.

During Combat Using their bolas an ahool trips enemies from afar so it can grapple one and use its sanguine drain attack.

Morale Ahool use their change shape ability and flee when reduced to 10 hp or less.


Str 17, Dex 20, Con 16, Int 15, Wis 16, Cha 19
Base Atk +5; CMB +8; CMD 23 (cannot be tripped)
Feats Cleave, Combat Expertise, Power Attack
Skills Acrobatics +7, Climb +9, Craft (weapons) +8, Fly +19, Intimidate +12, Perception +19, Stealth +13, Survival +11; Racial Modifiers +8 Fly, +8 Perception, +8 Stealth in shadowy areas
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ change shape (dire bat, bat swarm), weapon familiarity


Disruptive Echo (Su)

Once every 1d4+1 rounds an ahool can focus its echolocation in a ray up to 60 feet long. This is a ranged touch attack that deals 2d6 points of nonlethal sonic damage to a single target (DC 16 Reflex halves damage).

Sanguine Drain (Ex)

An ahool can suck blood from a grappled opponent; if the ahool establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The ahool heals 3 hit points or gains 3 temporary hit points for 10 minutes (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Weapon Familiarity (Ex)

Ahool are proficient with bolas, flails, javelins, longspears, and nets Ahool are terrifying creatures that soar through the endless caverns of the Underworld. They are primordial hunters that strike swiftly and without warning, carrying subdued prey away to a moss cavern for eating later.


Environment underground
Organization solitary, pair, or flock (3-8)
Treasure standard

The average ahool is 7 feet tall and weighs 300 pounds or so (despite its slender form and ability to fly).

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

scroll to top