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Giant Bat

by Jamie Baty

BA, RC 159
Huge Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armour Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+11
Attack: Bite +2 melee (1d4 +2)
Full Attack: Bite +2 melee (1d4 +2)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: -
Special Qualities: Blindsense, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 14, Cha 4
Skills: Hide -6, Listen +9*, Move Silently +5, Spot +9*
Feats: Alertness
Environment: Any land
Organisation: Solitary, Pair, Crew (2-5), or Swarm (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Huge)
Level Adjustment: -

Giant bats are much larger cousins of normal bat species. Giant bats look like smaller bat species but grow to be approximately 5ft long with a wingspan of 25ft. They are carnivores (or more accurately, handovers- blood-drinkers) and may attack humans if extremely hungry.

Combat
Giant bats generally avoid attacking creatures capable of easily defending themselves, preferring smaller weaker prey. Most will flee if wounded.

Blindsense (Ex): A giant bat notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: *A giant bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.