Dire Bat

Dire Bat
Level 2 (+2)
"No, I don’t care that they were ‘more scared of us than we were of them’! Look at this place! It’s going to take weeks to clean it up, and I’m pretty sure the rest of the village is in shambles as well!"
——Tolvaren, Gnome Cleric on the subject of a Colony of Dire Bats
The Dire Bat is a much larger version of a common bat, ranging about 5-7 feet from wing tip to wing tip, and weighing up to 250 lbs. Other than their size, they observe all the normal habits of their smaller brethren, the only difference being that they are slightly more aggressive due to their size. On occasion, they are known to attack and fly away with smaller creatures such as dogs and halflings, confusing them with insects that are a more normal part of their diet. Perhaps the real danger of these creatures is that they still tend to fly in colonies, much like other bats. Due to their bulk, a group of these mammals swarming into a populated area can create a canopy of destructive blackness, potentially battering structures and undefended humanoids to death.
Awareness
19
Senses
Blindsense, Superior Scent
Initiative
17/1d10
Hitpoints: 17
Healing Value: 3
Resilience: +3
Morale
0
AC
14/16
Touch
13
Fort
14
Reflex
13
Will
13
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
17 / 20
DEX
15 / 18
CON
14 / 17
INT
2 / 3
WIS
15 / 16
CHA
6 / 7
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+6 vs AC (ArN 2)
Bite
1d6 + 5 (avg 9) Chopping damage
1d6 + 5 (avg 9) Chopping damage
Grapple +5
Special Attacks (3 AP)
+6 vs AC (ArN 2)
Flyby Attack  • Basic
1d6 + 5 (avg 9) Chopping damage
The Bat moves up to its Fly Speed, making an attack at any point during its movement. This movement does not grant an Opportunity to the target of the attack.
+6 vs AC (ArN 2)
Piercing Bite [1 AP]  • Basic
1d6 + 5 (avg 9) Chopping damage
The Dire Bat's bite punctures deep. On a hit, the target suffers ongoing 5 Bleed damage every 10 segments [SE, ST 3d10 vs CON].
Move (1 AP), Double Move (3 AP)
Shift(Fly)
5 ft
Skirmish
20 ft
Sprint
5 ft
Fly
40 ft
Overland Movement
40 mi/day
Qualities
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
  • Blindsense: Creatures with Blindsense are so adept at hearing that they can determine the three dimensional shape of their environment by detecting vibrations in the air. Blindsense grants a +2 racial bonus to Listen and Awareness (inc)
  • Superior Scent: Gain the ability to utilize the Scent skill.
  • Natural Armor: AC +1/+3 (inc)
Skills: Climb R1 (5), Stealth R4 (9), Listen R4 (11), Spot R2 (5), Hunting R1 (4)
Feats: Heavy Hitter
Philosophies: Rank 1 Mental, Rank 3 Physical
Combat Training: None
Wits: +3, Brawn: +9
Equipment: None
Charm
-1
Coercion
+1
Deception
-1
Manipulation
-1
Persuasion
+1
Aloofness
-1
Bravery
0
Intuition
+1
Tolerance
0
Suspicion
+1
Social
Composure: -
Languages: None
Motives: Hunt, Eat, Protect young
Prejudices: