Avarite, Skullwing

Family: Avarite

Tiny undead (avarite), neutral evil

Armor Class 15 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 14 (+2) 4 (-3) 14 (+2) 4 (-3)

Skills Perception +4, Stealth +4
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 14
Languages understands Infernal but can’t speak
Proficiency Bonus +2
Challenge 1/2 (100 XP)

SPECIAL TRAITS

  • Familiar. The skullwing can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the skullwing senses as long as they are within 1 mile of each other. If its master causes it physical harm, the skullwing will end its service as a familiar, breaking the telepathic bond.
  • Flyby. The skullwing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

ACTIONS

  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

ABOUT

This colorful horned skull flaps along on three pairs of bat-like wings.

Skullwings, like skitterskulls, arise spontaneously on Avarus from the debris of corpses and available additional body parts. Stitched back together through infernal sorcery, skullwings take to the air on missions known only to them. Skullwings are often used as messengers in a fashion similar to passenger pigeons on the Prime Plane.

Section 15: Copyright Notice

5E Foes: Infernal Bestiary. Copyright 2019, Mal and Tal Enterprises, LLC; Author Michael J. Tresca

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