Size/Type: | Large Animal |
---|---|
Hit Dice: | 4d8+12 (30 hp) |
Initiative: | +6 |
Speed: | 20 ft. (4 squares), fly 40 ft. (good) |
Armor Class: | 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 |
Base Attack/Grapple: | +3/+10 |
Attack: | Bite +5 melee (1d8+4) |
Full Attack: | Bite +5 melee (1d8+4) |
Space/Reach: | 10 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Blindsense 40 ft. |
Saves: | Fort +7, Ref +10, Will +6 |
Abilities: | Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 |
Skills: | Hide +4, Listen +12*, Move Silently +11, Spot +8* |
Feats: | Alertness, Stealthy |
Environment: | Temperate deserts |
Organization: | Solitary or colony (5-8) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 5-12 HD (Large) |
Level Adjustment: | — |
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Dire bats swoop down upon unsuspecting prey from above.
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.
Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.