Scaver (3.5e Creature)
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|Hit Dice:||1d12 (7 hp)|
|Speed:||50ft fly (good)|
|Armor Class:||16, touch 12, flat-footed 15|
|Attack:||Draining Palm +2 (drains 1d4 Wisdom and 1d4 Constitution)|
|Full Attack:||Draining palms +2 (drains 1d4 Wisdom and 1d4 Constitution)|
|Special Attacks:||Draining Palms|
|Special Qualities:||Damage Reduction 5/ bludgeoning, Undead traits, Resistance to fire 5, Remains, Spawn|
|Saves:||Fort 0, Ref 1, Will 2|
|Abilities:||Str 10, Dex 13, Con —, Int —, Wis 11, Cha —|
|Organization:||Group (4-10), Gathering (11-100), horde (101-3000)|
|Alignment:||Always Neautral Evil|
|Advancement:||2-8 HD (small-size) 9-15 HD (medium)|
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A humanoid skull with two skeletal hands attached to the sides of its head, hovers around with its unsettling red glowing sockets looking for prey.”
Scavers feed on life energy, flying from afar to feed. Often in large gatherings of a few hundred they are dangerous foes. Overwhelming whole villages and regions the scavers never rest until they have been stopped.
A scaver cannot survive without feeding if a scaver does not feed for a single day it will die.
Draining Palms (Su): As a standard action a scaver can make a touch attack +2, there is no save, if it hits it drains 1d4 wisdom and 1d4 constitution damage which can be healed over time.
Remains (Ex): When a scaver dies it leaves behind a small black shard this will turn back into the scaver if it touches the ground after 24 hours. The only way to destroy it is to place it in a vial of holy water, when this happens the vial explodes in a cloud of dark black smoke.
Spawn (Ex): When a scaver kills a victim through constitution drain the victims head detaches and turns into a scaver instantly, sprouting hands and shedding all skin and muscle, its eyes popping to reveal the burning stare.