Monday, January 3, 2011

General Rules: Monsters - Bat, Night Hunter

Bat, Night Hunter (from Monsters of Færûn)
Medium Magical Beast

Hit Dice: 2d10 + 2 (13 hit points)
Initiative: +3
Speed: 10 feet, fly 50 feet (perfect)
Armor Class: 14 (+3 Dexterity, +1 natural)
BAB/Grapple: +1/+1
Attack: Tail stab +1 melee (1d6, piercing, 20 x2)
Full Attack: Tail stab +1 melee (1d6, piercing, 20 x2) and bite -4 melee (1d6, bludgeoning, piercing, and slashing 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Frightful Presence
Special Qualities: Darkvision 180 feet
Saves: Fortitude +4, Reflex +6, Will +0
Abilities: Str 10, Int 11, Wis 11, Dex 16, Con 13, Cha 10
Skills: Hide +8, Listen +5, Move Silently +8, Spot +5, Survival +3
Feats: Multiattack
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3 - 6 Hit Dice (Large)

Night hunters are vicious bats that emit weird echoing, loonlike screams as they swoop to attack their prey. They are large creature with a 7-foot wingspan and long, triangular, razor-sharp tails. Their fur is velvet black and their eyes are violet, orange, or red.

Combat
Night hunter packs swoop in to bite prey, slashing with their wing claws, and stabbing with their dexterous tails. They often stalk their prey, flying low and dodging behind hillocks, ridges, trees, or stalagmites, terrorizing their would-be victims with their screams as they approach.

Frightful Presence (Ex): Night hunter emit eerie screams in combat that unnerve weak opponents. Creatures with less than 2 Hit Dice who are within 30 feet of a screaming night hunter must make a Will save (DC 11) or be shaken for 5d6 rounds. Characters who are shaken suffer a -2 morale penalty on attack rolls, checks, and saving throws.

Night Hunters as Familiars
Night hunters can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. To do so, the character must be be within one alignment step of neutral evil, take the Improved Familiar feat, and be at least a 5th-level caster.

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