Dire Bat

is a Dire Animal

is a Bat



3e

         
   TN   
         

Pathfinder facts

  • CR: 2
  • XP: 600
  • Size: Large
  • Type: Animal
  • Initiative: +2
  • Senses: blindsense 40 ft.
  • AC: 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  • HP: 22 (4d8+4)
  • Saves: Fort +5, Ref +6, Will +3
  • Speed: 20 ft., fly 40 ft. (good)
  • Melee: bite +5 (1d8+4)
  • Space: 10 ft.
  • Reach: 5 ft.
  • Abilities: Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
  • Attacks: Base Atk +3; CMB +7; CMD 19
  • Feats: Alertness, Stealthy
  • Skills: Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense
  • Organization: solitary, pair, or colony (3–8)
  • Treasure: incidental
 

Pathfinder sources

 

D&D 3.5 facts

  • Type: Animal
  • Size: Large
  • CR: 2
 

D&D 3.5 sources

 

         
   TN   
         

D&D 3.0 facts

  • Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
  • AC: 20 (-1 size, +6 Dex, +5 natural)
  • Advancement: 5-12 HD (Huge)
  • Attacks: Bite +5 melee
  • CR: 2
  • Damage: Bite 1d8+4
  • HD: 4d8+12 (30)
  • Initiative: +6 (Dex)
  • Organization: Solitary or colony (5-8)
  • Qualities: Blindsight
  • Reach: 10 ft. by 5 ft./5 ft.
  • Saves: Fort +7, Ref +10, Will +6
  • Size: Large
  • Skills: Dire bats receive a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated.
  • Speed: 20 ft., fly 40 ft. (good)
  • Terrain: Temperate and warm desert, forest, hill, plains, and underground
  • Treasure: None
  • Type: Animal