Dire Animal:Bat | Size & Type (subtype): | Large Animal | Hit Dice: | 4d8+12 (30) | Initiative: | +6 (Dex) | Speed: | 20 ft., fly 40 ft. (good) | Armor Class: | 20 (-1 size, +6 Dex, +5 natural) | Attacks: | Bite +5 melee | Damage: | Bite 1d8+4 | Face and Reach: | 10 ft. by 5 ft./5 ft. | Special Attacks: | | Special Qualities: | Blindsight | Saving Throws | Fortitude: 7 Reflex: 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 and Terrain: | Temperate and warm desert, forest, hill, plains, and underground | Climate: | temperate,warm | Terrain: | desert,forest,hill,plains,underground | Organization: | Solitary or colony (5-8) | Challenge Rating: | 2 | Challenge Rating Value: | 2 | Treasure: | None | Alignment: | Always neutral | Advancement: | 5-12 HD (Huge) |
| Description: |
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.
|
|