Fiendish Dire Bat (3.5e Creature)
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|Fiendish Dire Bat|
|Size/Type:||Large Magical Beast (Extraplanar)|
|Hit Dice:||4d8+12 (30 hp)|
|Speed:||20 ft. (4 squares), fly 40 ft. (good)|
|Armor Class:||20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14|
|Attack:||Bite +5 melee (1d8+4)|
|Full Attack:||Bite +5 melee (1d8+4)|
|Space/Reach:||10 ft./5 ft.|
|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*|
|Environment:||Temperate deserts in an evil-aligned plane|
|Organization:||Solitary or colony (5–8)|
|Alignment:||Always evil (any)|
|Advancement:||5–12 HD (Large)|
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A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
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.
See Wikipedia Entry: Bat