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)
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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More information...

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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