Fiendish Dire Bat (3.5e Creature)
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Fiendish Dire Bat | |
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Size/Type: | Large Magical Beast (Extraplanar) |
Hit Dice: | 4d8+12 (30 hp) |
Initiative: | +6 |
Speed: | 20 ft. (4 squares), fly 40 ft. (good) |
Armor Class: | 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 |
Base Attack/Grapple: | +3/+10 |
Attack: | Bite +5 melee (1d8+4) |
Full Attack: | Bite +5 melee (1d8+4) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Blindsense 40 ft., Darkvision 60 ft., Resistance to cold and fire 5, Spell resistance 9, Damage Reduction 5/magic |
Saves: | Fort +7, Ref +10, Will +6 |
Abilities: | Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6 |
Skills: | Hide +4, Listen +12*, Move Silently +11, Spot +8* |
Feats: | Alertness, Stealthy |
Environment: | Temperate deserts in an evil-aligned plane |
Organization: | Solitary or colony (5–8) |
Challenge Rating: | 3 |
Treasure: | None |
Alignment: | Always evil (any) |
Advancement: | 5–12 HD (Large) |
Level Adjustment: | — |
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A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
COMBAT[edit]
Dire bats swoop down upon unsuspecting prey from above.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
See Wikipedia Entry: Bat
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