3e SRD:Bat, Dire
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|This material is published under the OGL 1.0a.|
|Hit Dice:||4d8+12 (30 hp)|
|Speed:||20 ft., fly 40 ft. (good)|
|AC:||20 (-1 size, +6 Dex, +5 natural)|
|Attacks:||Bite +5 melee|
|Face/Reach:||10 ft. by 5 ft./5 ft.|
|Saves:||Fort +7, Ref +10, Will +6|
|Abilities:||Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6|
|Skills:||Listen +11*, Move Silently +11, Spot +11*|
|Climate/Terrain:||Temperate and warm desert, forest, hill, plains, and underground|
|Organization:||Solitary or colony (5-8)|
|Advancement:||5-12 HD (Huge)|
Blindsight: Dire bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a maximum range of 10 feet.
Skills: Dire bats receive a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated.
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