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This giant, furry bat is nearly the size of an ox, with dark leathery wings that open wider than two men with arms outstretched.
Dire Bat CR 2
XP 600
N Large animal
Init +2; Senses blindsense 40 ft.; Perception +12
Defense
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 22 (4d8+4)
Fort +5, Ref +6, Will +3
Offense
Speed 20 ft., fly 40 ft. (good)
Melee bite +5 (1d8+4)
Space 10 ft.; Reach 5 ft.
Statistics
Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +7; CMD 19
Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense
Ecology
Environment any temperate or tropical
Organization solitary, pair, or colony (3–8)
Treasure incidental
The dire bat is usually found lairing in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night. This immense creature has an average wingspan of 15 feet and weighs roughly 200 pounds.
The dire bat generally doesn't shelter in groups larger than eight, often living a solitary life. A dire bat prefers feeding on livestock and herd animals.
Starting Statistics
Size Medium; Speed 20 ft., fly 40 ft. (good); AC +0 natural armor; Attack bite (1d6); Ability Scores Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6; Special Qualities blindsense 40 ft.
7th-Level Advancement
Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.
Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.
Bat Swarm CR 2
XP 600
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 13 (3d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Offense
Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11), wounding
Statistics
Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
Base Atk +2; CMB —; CMD —
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Fly +12, Perception +15; Racial Modifiers +4 Perception when using blindsense
SQ swarm traits
Ecology
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none
Special Abilities
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.