Bat, Dire

Large Animal (good will) — CR 2

Monster Manual v.3.5 (MM), p. 623.5
Hit Dice
4d8+12 (30 hp)
Initiative
+6
Speed
Land 20 ft
Armor Class
20, touch 15, flat-footed 14
Base Attack / Grapple
+3/+10
Attack
Bite +5 melee (1d8+4)
Full Attack
Bite +5 melee (1d8+4)
STR
17
DEX
22
CON
17
INT
2
WIS
14
CHA
6
Fort / Ref / Will
+7 / +10 / +6
Challenge Rating
2
Alignment
Always Neutral
Organization
Solitary or colony (5–8)
Treasure
None
Environment
Deserts
Level Adjustment

Special Abilities

Blindsense

Feats

This terrifying bat has a body as big as a horse’s and leathery wings that spread farther than a dragon’s. Shaggy fur covers most of the body, with patches of bony armor showing through here and there.

Description

Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

These nocturnal hunters get excited easily, and they usually try to slay or drive off any creatures they encounter.

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

Combat

Dire bats swoop down upon unsuspecting prey from above.

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.