Bat, Dire

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

Dire Bat CR 2

XP 600

N Large animal

Init +2; Senses blindsense 40 ft.; Perception +12

Defense

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

hp 22 (4d8+4)

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 Alertness, Stealthy

Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense

Ecology

Environment any temperate or tropical

Organization solitary, pair, or colony (3–8)

Treasure incidental

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. This immense creature has an average wingspan of 15 feet and weighs roughly 200 pounds.

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.

Dire Bat Animal Companion

Starting Statistics

Size Medium; Speed 20 ft., fly 40 ft. (good); AC +0 natural armor; Attack bite (1d6); Ability Scores Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6; Special Qualities blindsense 40 ft.


7th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Bat Swarm

Hundreds of high-pitched squeaks fill the air as a mass of small, carnivorous bats surges forth, all of them hungry for blood.

Bat Swarm CR 2

XP 600

N Diminutive animal (swarm)

Init +2; Senses blindsense 20 ft., low-light vision; Perception +15

Defense

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

hp 13 (3d8)

Fort +3, Ref +7, Will +3

Defensive Abilities swarm traits; Immune weapon damage

Offense

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

Melee swarm (1d6)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 11), wounding

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 +12, Perception +15; Racial Modifiers +4 Perception when using blindsense

SQ swarm traits

Ecology

Environment any temperate or tropical

Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)

Treasure none

Special Abilities

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.

Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs.