Vampire Bat (3.5e Creature)

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Vampire Bat[edit]

Vampire Bat
Size/Type: Large Outsider
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: +4/+11
Attack: Bite +6 melee (1d8+4 and blood suck)
Full Attack: Bite +6 melee (1d8+4 and blood suck)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood Suck
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Environment: Temperate deserts
Organization: Solitary or colony (5–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–12 HD (Large)
Level Adjustment:


Combat[edit]

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.

Blood Suck (Ex): A Maia Bat sucks blood with it's bite attack. When a maia bat deals damage with it's bite attack, it recovers a number of hit points equal to half the damage it delt.


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