Old World» Bats

Bats inhabit caves and forests throughout the world. In the Dry Sea, bats can grow to monstrous sizes. Such “dire” bats also dwell in the fiendish realms, whence they are summoned by mages to terrify their enemies.

Contents

Bats

Ecology

Environment temperate deserts

Organization solitary, pair, or colony (1d6+2)

Special Abilities

Blindsense (Ex)

A bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. A silence spell negates this ability, and leaves the bat effectively blinded beyond 5 feet.

Skills

Bats have a +4 racial bonus on Perception checks. This bonus is lost if the bat’s blindsense is negated.

Bats (fiendish)

Ecology

Environment fiendish realms

Dire bat

This giant, furry bat is nearly the size of an ox, with dark leathery wings that open wider than two men with arms outstretched.

The dire bat is usually found lairing in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night. These nocturnal hunters get excited easily, and they usually try to slay or drive off any creatures they encounter.

The dire bat generally doesn’t shelter in groups larger than eight, often living a solitary life. A dire bat prefers feeding on livestock and herd animals.

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

Combat

Dire bats swoop down upon unsuspecting prey from above.

Dire bat

Large animal

Init +2; Senses blindsense 40 ft.; Perception +13

Defense

AC 14, touch 11, flat-footed 12 (−1 size, +2 Dex, +3 natural)

hp 24 (4d8+6)

Fort +5, Ref +6, Will +3

Offense

Speed 20 ft., fly 40 ft. (good)

Melee bite +5 (1d8+4)

Space 10 ft.; Reach 5 ft.

Statistics

Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6

Base Atk +3; CMB +7; CMD 19

Feats Skill Focus (Perception), Skill Focus (Stealth)

Skills Fly +8, Perception +13, Stealth +6

Morale timid (−4)

Dire bat (fiendish)

Fiendish dire bats can be summoned with the summon monster III spell.

Dire bat (fiendish)

Large animal (evil, extraplanar)

Init +2; Senses blindsense 40 ft., darkvision; Perception +13

Defense

AC 14, touch 11, flat-footed 12 (−1 size, +2 Dex, +3 natural)

hp 24 (4d8+6)

Fort +5, Ref +6, Will +3

SR 9

Resist cold 5, fire 5

Offense

Speed 20 ft., fly 40 ft. (good)

Melee bite +5 (1d8+4)

Space 10 ft.; Reach 5 ft.

Special Attacks smite good

Statistics

Str 17, Dex 15, Con 13, Int 3, Wis 14, Cha 6

Base Atk +3; CMB +7; CMD 19

Feats Skill Focus (Perception), Skill Focus (Stealth)

Skills Fly +8, Perception +13, Stealth +6

Languages Abyssal or Infernal (can’t speak)

Morale craven (−2)

Special Abilities

Smite Good (Su)

Once per day, as a swift action, a fiendish dire bat can add +4 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.

Bat swarm

A whirring mass of quick, darting shadows sweeps closer. Hundreds of high-pitched squeaks fill the air.

A bat swarm is a mass of small, fierce carnivorous bats with a thirst for the blood of any creature unfortunate enough to cross their path.

A bat swarm is nocturnal, and is never found aboveground in daylight.

Combat

A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any crea- ture whose space it occupies at the end of its move.

Bat swarm

Diminutive animal (swarm)

Init +2; Senses blindsense 20 ft., low-light vision; Perception +13

Defense

AC 16, touch 16, flat-footed 14 (+4 size, +2 Dex)

hp 13 (3d8)

Fort +3, Ref +7, Will +3

Defenses half damage from slashing and piercing

Offense

Speed 5 ft., fly 40 ft. (good)

Swarm 1d6 (plus wounding)

Space 10 ft.; Reach

Special Attacks distraction

Statistics

Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4

Base Atk +2; CMB —; CMD

Feats Lightning Reflexes, Skill Focus (Perception)

Skills Fly +16, Perception +13

Morale timid (−4)

Ecology

Environment any temperate or tropical

Organization solitary, flight (1d3+1 swarms), or colony (1d10+10 swarms)

Special Abilities

Distraction (Ex)

Any living creature that begins its turn with a bat swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)

Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills

A bat swarm has a +4 racial bonus on Perception checks. This bonus is lost if its blindsense is negated.