Scaver (3.5e Creature)

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.”

Scaver
Size/Type: Small Undead
Hit Dice: 1d12 (7 hp)
Initiative: +1
Speed: 50ft fly (good)
Armor Class: 16, touch 12, flat-footed 15
Base Attack/Grapple: +0/-4
Attack: Draining Palm +2 (drains 1d4 Wisdom and 1d4 Constitution)
Full Attack: Draining palms +2 (drains 1d4 Wisdom and 1d4 Constitution)
Space/Reach: 5ft/5ft
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
Skills:
Feats:
Environment: Any
Organization: Group (4-10), Gathering (11-100), horde (101-3000)
Challenge Rating: 1
Treasure: none
Alignment: Always Neutral Evil
Advancement: 2-8 HD (small-size) 9-15 HD (medium)
Level Adjustment:
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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.

Combat

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.



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