Fiendish, Dire Bat
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
|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 Dexterity, +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||Strength 17, Dexterity 22, Constitution 17, Intelligence 3, Wisdom 14, Charisma 6|
|Skills||Hide +4, Listen +12*, Move Silently +11, Spot +8*|
|Environment||Temperate deserts |
in an evil-aligned plane
|Organization||Solitary or colony |
|Alignment||Always evil (any)|
|Advancement||5–12 HD (Large)|
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.