3e SRD:Bat, Dire
Dire Bat
Size/Type: | Large Animal |
---|---|
Hit Dice: | 4d8+12 (30 hp) |
Initiative: | +6 (Dex) |
Speed: | 20 ft., fly 40 ft. (good) |
AC: | 20 (-1 size, +6 Dex, +5 natural) |
Attacks: | Bite +5 melee |
Damage: | Bite 1d8+4 |
Face/Reach: | 10 ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Blindsight |
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* |
Feats: | |
Climate/Terrain: | Temperate and warm desert, forest, hill, plains, and underground |
Organization: | Solitary or colony (5-8) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 5-12 HD (Huge) |
Combat
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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gollark: ☭ BAD, though.
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