Monday, January 3, 2011

General Rules: Monsters - Bat

Bat (from the Monster Manual)
Diminutive Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 5 feet, fly 40 feet (good)
Armor Class: 16 (+4 size, +2 Dexterity); touch 16, flat-footed 14
BAB/Grapple: +0/-17
Attack: -
Full Attack: -
Space/Reach: 1 foot by 1 foot/0 feet
Special 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)
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating: 110
Treasure: None
Alignment: Always neutral
Advancement: -

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.

Combat
With no effective means of attack, bats try to avoid combat with creatures larger than themselves whenever possible.

Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: A bat has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Bats as Familiars
Bats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with bat familiars gain a +3 bonus to Listen checks. Bat familiars are suitable for Tiny spellcasters.

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