| Id | 274 |
|---|---|
| Name | Dire Animal:Bat |
| Size and Type | 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 |
| Saves_Fort | 7 |
| Saves_Ref | 10 |
| Saves_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 |
| Organization | Solitary or colony (5-8) |
| CR | 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. |