Skreevar

Palpable waves of sonic energy surround this bat-like humanoid wearing flexible plastic armor and carrying a pair of pistols. Despite the appearance of its tattered wings, they seem capable of holding it aloft.

Skreevar CR 14

XP 38,400
CN Medium monstrous humanoid
Init +9; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20

DEFENSE

AC 28, touch 20, flat-footed 22 (+5 armor, +4 deflection, +5 Dex, +1 dodge, +4 natural)
hp 199 (19d10+95)
Fort +13; Ref +16; Will +16; Immune sonic; Resist electricity 15, fire 15
Weaknesses silence vulnerability

OFFENSE

Speed 30 ft., fly 40 ft. (poor)
Melee bite +22 (1d6+3)
Ranged 2 sonic conversion laser pistols +22 touch (4d6 electricity or fire) or sonic conversion laser pistol +24 touch (4d6 electricity or fire)
Special Attacks break the silence, breath weapon (30-ft. cone, 10d6 sonic damage, Reflex DC 22 for half, usable every 1d4 rounds), twin gunner

STATISTICS

Str 17, Dex 21, Con 20, Int 16, Wis 21, Cha 14
Base Atk +19; CMB +24; CMD 42
Feats Acrobatic, Agile Maneuvers, Deadly Aim, Dodge, Flyby Attack, Great Fortitude, Improved Flyby Attack, Improved Initiative, Point-Blank Shot, Precise Shot
Skills Acrobatics +28, Disable Device +22, Escape Artist +24, Fly +19, Intimidate +16, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Perception +20, Stealth +22
Languages Abyssal, Aklo, Common, Skreevar

SPECIAL ABILITIES

Break the Silence (Ex)

A skreevar can use its breath weapon to create a dispel magic effect to end silence effects. Its effective caster level is equal to its racial Hit Dice (typically 19th); if it has levels in a class with dispel magic on the class spell list, it adds those class levels to its caster level.

Breath Weapon (Ex)

A creature that fails its initial Reflex save must succeed at an additional DC 22 Fortitude save or become stunned for 1 round. The save DCs are Constitution-based and include a -2 penalty.

Silence Vulnerability (Ex)

In an area of silence, a skreevar loses its deflection bonus to AC and its blindsight. It also cannot use its breath weapon to damage opponents, but it can use its break the silence ability.

Sonic Conversion Laser Pistol (Ex)

Skreevar laser pistols have a battery with 10 charges (usually fully charged at the beginning of combat). As part of an attack or full-attack action, it can toggle the energy damage the pistol inflicts. A skreevar can recharge a laser pistol’s battery with its breath weapon; when used this way, the breath weapon deals no damage to creatures, and instead fully recharges the pistol. A skreevar laser pistol has a range increment of 50 ft.

Twin Gunner (Ex)

When wielding light or one-handed ranged weapons, a skreevar can take a -2 penalty on its attack rolls to fire both as part of a full-attack action.

ABOUT

Environment any underground
Organization solitary, pair or cadre (3-12)
Treasure NPC gear (flexiplast armor [acts as +1 darkleaf cloth leather lamellar armor], 2 sonic conversion laser pistols, other treasure)

Spawned by a demonic bat creature, skreevars retain a measure of their Abyssal inheritance, but have largely eschewed the inherent evil of their origins.

Outside of their family groups, however, they are still unpredictable. Despite their chaotic natures, skreevars have keen analytical minds and have created several technologically advanced items adapted to their needs. This also allowed them to spread to the stars beyond their home world, a rocky planet with a virtually uninhabitable surface and filled with tunnels allowing skreevars and other creatures to travel from point to point.

One of the first major items developed by skreevars, the sonic conversion laser pistols allowed factions of the bat folk to attack each other before their species unified. In the wider universe, they use these weapons to surprise foes protected from their obvious sonic attacks. They also designed armor designed for their physiology which allows them maximal maneuverability in flight and in cramped quarters.

Skreevars hire themselves out as mercenaries and command extraordinary prices for their services. Even though they use sound as a major component of their attacks, and a subsonic hum surrounds them constantly, they are capable of quietly infiltrating difficult-to-breach locations. Perhaps ashamed of their demonic heritage, they typically refuse to take on missions with overtly evil goals, such as murdering innocents.

A skreevar will perform an assassination if its employer can prove the target is worthy of death because of heinous acts or evil ideologies. While skreevars are motivated by money, they cannot be swayed by offers of more money to ignore their missions.

Skreevars stand just over 5 feet in height and weigh roughly 150 pounds. Their lifespans are similar to humans.

Section 15: Copyright Notice

Legendary Planet Adventure Path © 2019, Legendary Games; Authors: Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham.

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