Medium monstrosity, chaotic neutral

Armor Class 19 (flexiplast armor)
Hit Points 202 (27d8+81)
Speed 30 ft., fy 40 ft.

15 (+2) 17 (+3) 17 (+3) 15 (+2) 17 (+3) 14 (+2)

Skills Athletics +6, Perception +7, Stealth +7
Damage Immunities thunder
Damage Resistances fire, lightning
Senses blindsight 30 ft., passive Perception 17
Languages Abyssal, Common, Skreevar
Challenge 9 (5,000 XP)


  • Echolocation. The skreevar can’t use its blindsight while deafened.
  • Sonic Conversion Pistols. The skreevar carries two sonic conversion pistols. The pistols can deal either fire or lightning damage and carry 10 charges. As an action, the skreevar can use its thunderscreech ability to recharge its pistols; when used this way, its thunderscreech does no damage to creatures and has no other effect.
  • Subsonic Defense. Except in an area of magical silence, a skreevar gains +1 bonus to AC. It loses this bonus if it is incapacitated. This bonus is included in its Armor Class.


  • Multiattack. The skreevar makes two weapon attacks.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sonic Conversion Pistol. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 17 (4d6 + 3) fire or lightning damage (the skreevar’s choice).
  • Thunderscreech (Recharge 5-6). The skreevar blasts creatures in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The skreevar’s thunderscreech does not work through an area that does not transmit sound, such as the spell silence. Alternatively, the skreevar can magically dispel a silence effect. Any spell of 3rd level or lower ends. For each spell of 4th level or higher or an effect other than a spell, the skreevar must make a Constitution saving throw with a DC of 10 + the spell’s level, or DC 10 for non-spell effects.


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

Technosonic. One of the first major items developed by skreevars, the sonic conversion laser pistol, 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 tailored to their physiology which allows them maximal maneuverability in flight and in cramped quarters.

Mercenary. 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.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; 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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