Bat, Dire
Large Animal (good will) — CR 2
- 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
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.