Large Animal
Initiative: +6
Speed: 20 feet, fly 40 feet (good)
Armor Class: 20 (-1 size, +6 Dexterity, +5 natural); touch 15, flat-footed 14
BAB/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1d8+4, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feetSpecial Attacks: -
Special Qualities: Blindsense 40 feet, low-light vision
Saves: Fortitude +7, Reflex +10, Will +6
Abilities: Str 17, Int 2, Wis 14, Dex 22, Con 17, Cha 6
Skills: Hide +4, Listen +12, Move Silently +11, Spot +8
Feats: Skill Augmentation (Listen and Spot), Skill Augmentation (Hide and Move Silently)
Environment: Temperate deserts
Organization: Solitary or colony (5 - 8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5 - 12 HD (Large)
Combat
Dire bats swoop down on unsuspecting prey from above.
Dire Bats as Familiars
Dire bats 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 take the Improved Familiar feat, and be at least a 5th-level caster. Arcane casters with dire bat familiars gain a +3 bonus to Listen checks.
Dire Bats as Animal Companions
A dire bat may be trained using Handle Animal. A 4th-level druid, 6th-level outdoorsman, or 4th-level ranger may take a dire bat as an animal companion with an effective druid level modifier of -3.
Home Three Worlds Monsters
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