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Fiendish Dire Bat

Fiendish Dire Bat 1
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Appearance: The Fiendish Dire Bat, a sinister amalgamation of shadow and sinew, is a terrifying sight to behold. Its large, leathery wings stretch wide, spanning nearly fifteen feet in wingspan, adorned with jagged, pointed edges reminiscent of demonic imagery. Its fur, a deep shade of midnight black, seems to absorb the surrounding light, giving the creature an eerie, shadowy appearance. Glowing, blood-red eyes pierce through the darkness, instilling fear in any who meet its gaze. Its fangs are razor-sharp, capable of tearing through flesh with ease, and its claws are long and wickedly curved, ideal for grasping prey tightly.

Behavior: Fiendish Dire Bats are solitary hunters, lurking in the darkest corners of the world, where their demonic nature thrives. Despite their solitary nature, they are fiercely territorial, often engaging in brutal conflicts with other creatures that encroach upon their hunting grounds. These bats are cunning and opportunistic, utilizing stealth and surprise to ambush their prey from the shadows. They are known for their relentless pursuit of prey, tracking them with eerie precision over vast distances.

Habitat: Fiendish Dire Bats are found in the darkest and most desolate places of the world, such as deep caverns, ancient forests shrouded in perpetual twilight, and the eerie depths of the Abyss itself. They prefer environments where they can blend seamlessly into the darkness, using it to their advantage when hunting or evading predators. Rare sightings have been reported near sites of great evil or demonic influence, leading some to believe that these creatures are drawn to sources of malevolent power.

Modus Operandi: Fiendish Dire Bats are ambush predators, preferring to strike from above when their prey least expects it. They use their keen senses and silent flight to stalk their victims, waiting patiently for the perfect moment to strike. When the time is right, they swoop down with terrifying speed, their talons and fangs poised to rend flesh and bone. They often target lone travelers or isolated groups, using their superior mobility and agility to overwhelm their prey before retreating to the safety of the shadows.

Motivation: The motivations of Fiendish Dire Bats are shrouded in mystery, their actions driven by primal instincts and dark impulses. Some believe that they serve as minions of darker powers, carrying out their bidding in exchange for dark gifts or favors. Others speculate that they are drawn to sources of suffering and despair, feeding off the negative energy that permeates such places. Whatever their true motivations may be, one thing is certain: the Fiendish Dire Bat is a creature of darkness and death, a harbinger of terror to all who dare to cross its path.


  • Fiendish Dire Bat 5e
  • Fiendish Dire Bat 3.5
Fiendish Dire Bat
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Large Fiend, Chaotic Evil

Armor Class 15 (natural armor)

Hit Points 75 (10d10 + 20)

Speed 20 ft., fly 60 ft.


STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)6 (-2)12 (+1)8 (-1)

Skills Perception +5, Stealth +6

Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15

Languages Understands Abyssal but can’t speak

Challenge 4 (1,100 XP)


TRAITS:

Keen Senses. The Fiendish Dire Bat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Echolocation. The bat can’t use its blindsight while deafened.

Shadow Blend. While in dim light or darkness, the Fiendish Dire Bat can take the Hide action as a bonus action.


ACTIONS:

Multiattack. The Fiendish Dire Bat makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 3) slashing damage.

Screech (Recharge 5-6). The bat emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a fiend must succeed on a DC 14 Constitution saving throw or be stunned until the end of the bat’s next turn.

Swoop. The Fiendish Dire Bat flies up to its speed and can make one bite attack against a target it flies over. If the attack hits, the target must succeed on a DC 14 Strength saving throw or be knocked prone.


LEGENDARY ACTIONS:

The Fiendish Dire Bat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Fiendish Dire Bat regains spent legendary actions at the start of its turn.

  • Dive Attack. The Fiendish Dire Bat moves up to its speed in a straight line and can make one bite attack against a target. If the attack hits, the target takes an extra 7 (2d6) piercing damage.
  • Evasion. The Fiendish Dire Bat can use its reaction to take no damage from a source it can see, such as a spell or area effect, that requires a Dexterity saving throw.
  • Shadow Step. The Fiendish Dire Bat magically teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.

DESCRIPTION:

Fiendish Dire Bats are monstrous creatures born from the depths of the Abyss, embodying the darkness and terror that lurks within. With keen senses and the ability to blend seamlessly into the shadows, they are formidable hunters that strike fear into the hearts of their prey. Swift and agile in flight, they swoop down upon unsuspecting victims, tearing flesh with razor-sharp claws and fangs. Their presence is a harbinger of doom, a chilling reminder of the horrors that lurk in the darkest corners of the world.

Fiendish dire bat
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A dire bat has a wingspan of 15 feet and weighs about 200 pounds.

Fiendish Dire Bat
Size/TypeLarge magical beast (Extraplanar)
Hit Dice4d8+12 (30 hp)
Initiative+6
Speed20 ft. (4 squares), Fly 40 ft. (good)
Armor Class20 (–1 size, +6 Dexterity, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple+3/+10
AttackBite +5 melee (1d8+4)
Full AttackBite +5 melee (1d8+4)
Space/Reach10 ft./5 ft.
Special Attacks
Special QualitiesBlindsense 40 ft., Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 9, Damage Reduction 5/magic
SavesFort +7, Ref +10, Will +6
AbilitiesStrength 17, Dexterity 22, Constitution 17, Intelligence 3, Wisdom 14, Charisma 6
SkillsHide +4, Listen +12*, Move Silently +11, Spot +8*
FeatsAlertness, Stealthy
EnvironmentTemperate deserts
in an evil-aligned plane
OrganizationSolitary or colony
(5–8)
Challenge Rating3
TreasureNone
AlignmentAlways evil (any)
Advancement5–12 HD (Large)
Level Adjustment

COMBAT

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.

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