Dire Bat
Dire Bat (CR 2)
Neutral - Large - Magical Beast |
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Lore: | Know (Arcana) | ||
4 | 19 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
18 | +8 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Echolocation 40 ft.
Movement Types:
- Walk 20 ft.
- Lesser Flight 40 ft.
Defense
AC |
Man Def |
Monster Health | ||
41 | 20 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +5 |
Will: | +0 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Bite +4 (1d8/19-20 x2)
as piercing (physical, common)
Full Attack (Melee):
- 3x Bite +4 (1d8/19-20 x2)
as piercing (physical, common)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
17 |
STR |
15 |
DEX |
13 |
CON |
2 |
INT |
14 |
WIS |
6 |
CHA |
Feats:
- Spring Attack (EFFECT: Move before and after melee attack)
Special Abilities
Delicate Wings (Ex) After Bloodied |
When the dire bat is reduced below half hit points (21 hit points), it loses its ability to fly and can only move along the ground. |
Dire Bat
Gigantic bats, Dire bats are far too large to fly if not for their powerfully magical nature. As a result, they are efficient and deadly predators who are a menace to all civilized areas, swooping in to snatch away pets and children.
As a result of these predations, Dire Bats are hated and feared far more than more dangerous creatures, and many cities post good bounties for their eradication. Sadly, Dire Bats are hardy and fecund, and as a result, are quite ubiquitous in ruins, caves, dungeons, wild forests, warehouses, abandoned houses, indeed, almost anywhere they can roost in quiet.
Combat Tactics
Dire Bats are large flying predators with terrifyingly keen hearing. Their tactics are simple. Locate a victim, Spring Attack with flight until it is dead, feast.
If a Dire Bat is taking damage and its victims are not falling down fast enough, they will immediately use their flight to flee the battle.
Out of Combat
Dire Bats prefer to prey on small animals (or small humanoids), and attack in packs. They often seek individuals or smaller groups that they outnumber, rather than engaging in what might be a fair fight.
The dire bat diet is principly made up of blood and meat. Some humanoids and intelligent monsters have been known to regularly feed a local roost of dire bats in order to keep them in the area, to deter visitors.
Rewards
XP: 600
Treasure: Sellable Goods worth 500 gp.
- Weight: 20 lbs. Volume: 0.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |