Sabrewing (3pp)

A 6-foot tall muscular humanoid with black, rubbery flesh stretches two large, leathery wings in place of its arms. Rigid plates of razor-sharp bone jut from the wing’s outer edge. It perches on long, muscular legs that end in three-toed clawed feet. Peers menacingly through golden pupil slits, its wide, snarling grimace exposes rows of sharp teeth.

Sabrewing CR 6

XP 2,400
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft. see invisible; Perception +13


AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 63 (6d10+30)
Fort +10, Ref +7, Will +4
DR 5/good or silver;


Speed 30 ft., fly 60ft. (good)
Melee 2 wing slashes +11 (1d6+5/19-20/x3)
Special Attacks augmented critical (wing slash), lasting wound
Spell-like Abilities (CL 8th):

1/daygreater magic weapon*
3/dayalign weapon*, magic weapon*
*The sabrewing can use the above effects on its wings to imbue them with the magic qualities bestowed by each of these spell-like abilities


Sabrewings prefer to attack from the air, using speed to their advantage while also staying out of the reach of their opponents. Before combat, sabrewings usually cast magic weapon or greater magic weapon on their wings before engaging in combat so they can use their wings to the utmost advantage. Multiple sabrewings work in concert with one another to bring down foes; one draws an opponent’s attention while another swoops in from behind and slashes with its deadly wings.


Str 21, Dex 15, Con 20, Int 12, Wis 14, Cha 15
Base Atk +6; CMB +11; CMD 23
Feats Flyby Attack, Improved Initiative, Power Attack
Skills Escape Artist +11, Intimidate +11, Knowledge (the planes) +10, Perception +13, Sense Motive +11, Stealth +11, Survival +11; Racial Modifiers +2 Perception
Languages Common, Sabrewing


Lasting Wound (Su)

A wound caused by a sabrewing’s wing slash does not heal naturally and resists healing spells. A creature attempting to cast a cure spell or heal spell on a creature damaged by the sabrewing’s wing slash must make a successful caster level check (DC 18), or the spell has no effect on the injured character. The check DC is Constitution-based.

See Invisible (Sp)

A sabrewing can see invisible creatures as if using the see invisibility spell. This ability is always active. It can be negated, but the sabrewing can restart it as a free action on its next turn.


Environment outer planes
Organization solitary, pair, or wing (5-8)
Treasure standard

Sabrewings are winged humanoids from an unknown outer plane believed to be formed of rock and lined with razor-sharp blades of all shapes and sizes. These creatures delight in killing those weaker than themselves and often travel the outer planes preying on such creatures when they encounter them. Evil spellcasters and powerful outsiders (demon lords, arch-devils, lesser dukes, and so on) sometimes employ these creatures as assassins because of the sabrewing’s skill at killing and the creature’s desire to do nothing else. They are not averse to venturing to the Material Plane to answer an evil summons, and often do so, usually with the intent of fulfilling the bargain and then killing the summoner (if possible). If called by a powerful outsider, a sabrewing will not attempt to kill its summoner, as it’s smart enough to know when it’s outmatched. In such cases, they simply do their job and then return to their native plane.

Little is known of their native plane, but one adventurer that has supposedly seen this place speaks of huge citadels and fortresses constructed of iron and earth surrounded by “forests of steel blades.” This information has never been substantiated and plane jumpers have been unable to locate such a plane. (Perhaps the sabrewings do not actually have their own native plane but implanted such false information to detour those that would seek them out.)

Section 15: Copyright Notice

Sabrewing from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.

scroll to top