3e SRD:Bat, Dire

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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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