monster Fiendish Dire Bat med

Fiendish
Dire Bat


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Main Bestiary

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Henry Singleton (1766–1839) Title Ariel on a Bat's Back

Henry Singleton (1766–1839) Title Ariel on a Bat’s Back
























Fiendish
Dire Bat
Size/Type Large magical
beast
(Extraplanar)
Hit Dice 4d8+12 (30 hp)
Initiative +6
Speed 20 ft. (4 squares), Fly 40 ft. (good)
Armor Class 20 (–1 size,
+6 Dexterity, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple +3/+10
Attack Bite +5 melee (1d8+4)
Full Attack Bite +5 melee (1d8+4)
Space/Reach 10 ft./5 ft.
Special Attacks
Special Qualities Blindsense 40 ft., Darkvision 60 ft., Resistance to cold and fire 5, Spell
Resistance
9, Damage Reduction 5/magic
Saves Fort +7, Ref +10,
Will +6
Abilities Strength 17, Dexterity 22, Constitution
17, Intelligence 3, Wisdom 14, Charisma 6
Skills Hide +4, Listen +12*, Move
Silently
+11, Spot +8*
Feats Alertness, Stealthy
Environment Temperate deserts
in an evil-aligned plane
Organization Solitary or colony
(5–8)
Challenge Rating 3
Treasure None
Alignment Always evil (any)
Advancement 5–12 HD (Large)
Level Adjustment

A dire bat has a wingspan
of 15 feet and weighs about 200 pounds.

COMBAT

Dire bats swoop down upon
unsuspecting prey from above.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra
damage equal to its HD total (maximum of +20) against a good foe.

Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet.
Opponents still have total concealment against the bat unless it can actually
see them.

Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if
its Blindsense is negated.

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