Nycter Defender of the Cave

Small Monstrous Humanoid — CR 7

()Updated 3.5

Nycter Defender of the Cave is a D&D 3.5 monster from —. CR 7, HD 3d8+6 plus 5d8+10 (51 hp).

Hit Dice
3d8+6 plus 5d8+10 (51 hp)
Initiative
+5
Speed
land 15 ft, 15 ft. in hide armor, fly 30 ft. (good)
Base Attack / Grapple
+6/+2
Attack
+1 scimitar +8 melee or bite +8 melee or +1 sling +9 ranged
Full Attack
+1 scimitar +8/+3 melee or bite +8 melee or +1 sling +9 ranged
STR
10
DEX
12
CON
14
INT
10
WIS
19
CHA
11
Fort / Ref / Will
+7 / +5 / +11
Challenge Rating
7
Alignment
Neutral
Organization
Solitary or with dire bat
Treasure
Standard
Level Adjustment
+2

Special Abilities

Hunting CryAnimal CompanionNature SenseResist Nature's LureTrackless StepWild EmpathyWild ShapeWoodland Stride

Feats

Defender of the Cave Animal Companion Nycter druids often take a dire bat as an animal companion; they feel a kinship and protective duty toward most bats and batlike creatures. Because of this defender of the cave's druid levels, this dire bat knows one bonus trick. Dire Bat Animal Companion: CR 2; Large animal; HD 4d8+12; hp 30; Init +6; Spd 20 ft., fly 40 ft. (good); AC 20, touch 15, flat-footed 14; Base Atk +3; Grp +10; Space/Reach 10 ft./5 ft.; Ark or Full Ark +5 melee (1d8+4, bite); SQ blindsense 40 ft., link, share spells; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6. Skills and Feats: Hide +4, Listen +120, Move Silently +11, Spot +80; Alertness, Stealthy. 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. Link (Ex): This nycter druid can handle its animal companion as a free action. The nycter also gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding its dire bat companion. Share Spells (Ex): Any spell this nycter druid casts on itself also affects its animal companion if the latter is within 5 feet at the time. It can also cast a spell with a target of "You" on its animal companion. Skills: Dire bats have a +4 racial bonus on Spot checks and listen checks. These bonuses are lost if their blindsense is negated. Before entering battle, a nycter defender of the cave casts bear's endurance and bull's strength on itself, followed by magic fang on its dire bat animal companion. It uses its hunting cry before entering melee combat. Once battle is joined, it relies on its weapons and magic items more than its spells.

Description

Defender of the Cave Animal Companion Nycter druids often take a dire bat as an animal companion; they feel a kinship and protective duty toward most bats and batlike creatures. Because of this defender of the cave's druid levels, this dire bat knows one bonus trick. Dire Bat Animal Companion: CR 2; Large animal; HD 4d8+12; hp 30; Init +6; Spd 20 ft., fly 40 ft. (good); AC 20, touch 15, flat-footed 14; Base Atk +3; Grp +10; Space/Reach 10 ft./5 ft.; Ark or Full Ark +5 melee (1d8+4, bite); SQ blindsense 40 ft., link, share spells; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6. Skills and Feats: Hide +4, Listen +120, Move Silently +11, Spot +80; Alertness, Stealthy. 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. Link (Ex): This nycter druid can handle its animal companion as a free action. The nycter also gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding its dire bat companion. Share Spells (Ex): Any spell this nycter druid casts on itself also affects its animal companion if the latter is within 5 feet at the time. It can also cast a spell with a target of "You" on its animal companion. Skills: Dire bats have a +4 racial bonus on Spot checks and listen checks. These bonuses are lost if their blindsense is negated. Before entering battle, a nycter defender of the cave casts bear's endurance and bull's strength on itself, followed by magic fang on its dire bat animal companion. It uses its hunting cry before entering melee combat. Once battle is joined, it relies on its weapons and magic items more than its spells.