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Dire Animal:Bat
Size & Type (subtype):Large AnimalHit 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)  


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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002