Diminutive Animal
Initiative: +2
Speed: 10 feet, fly 40 feet (good)
Armor Class: 16 (+4 size, +2 Dexterity); touch 16, flat-footed 14
BAB/Grapple: +0/-17
Attack: Bite +6 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feetSpecial Attacks: None
Special Qualities: Blindsense 20 feet, low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 4
Skills: Hide +14, Listen +8 (+4 if it loses blindsense), Move Silently +6, Spot +8 (+4 if it loses blindsense)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating: ⅙
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Vampire bats hunt only when it is fully dark, feeding primarily on the blood of mammals (occasionally including humans) or birds. Once the vampire bat locates a host, such as a sleeping mammal, it lands and approaches it on the ground and then creates a small incision with its teeth to lap up blood from the wound.
Vampire Bats as Familiars
Vampire bats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards.
Home Three Worlds Monsters
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