Dire Vampire Bat

Dire Vampire Bat
Level 9 (+5)
"LittleBrook will never forget the Vampire Bat Swarm of 1347…..not a single halfling was left in the village. Took years before people were even willing to go outside at night again."
——Branon, Town Archivist
A Dire Vampire Bat is the largest of bats, weighing upwards of 800 lbs. with a length of 16 feet from wingtip to wingtip. They are considered far more dangerous than a typical Dire Bat, as they have gained several advantages over their cousins other than just size. They can attack with their primary method of communication, emitting a sonic screech at nearby victims to inhibit them. If it manages to bite a target, it can drain it of its blood to heal itself. If the target is fairly small, it could potentially drain the life from it in a matter of moments. Despite their vicious combat abilities, these creatures behave much like normal Vampire Bats, sharing food with one another and even caring for each other’s young. Much like other Dire creatures, they are extremely dangerous when encountered in groups and do not show the same kindness to other species that they do to each other. Rangers and Druids believe that this is caused by their lack of natural predators and greater demand for blood due to their size.
Awareness
22
Senses
Infravision, Blindsense, Superior Scent
Initiative
27/1d6
Hitpoints: 58
Healing Value: 11
Resilience: +5
Morale
0
AC
21/23
Touch
19
Fort
20
Reflex
19
Will
18
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
23 / 28
DEX
18 / 23
CON
18 / 23
INT
2 / 3
WIS
15 / 16
CHA
5 / 6
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+12 vs AC (ArN 4)
Vampiric Bite
2d8 + 8 (avg 17) Chopping damage
Melee Reach 5ft • One creature
On a successful bite, the Vampire Bat regains 5 hitpoints. Additionally, the target suffers ongoing 5 Bleed damage [SE, ST 3d10 vs CON].
+12 vs AC (ArN 4)
Wing Buffet
1d8 + 8 (avg 13) Bludgeoning damage
Melee Reach 10ft • One creature
On a hit, the target is Pushed 10ft.
2d8 + 8 (avg 17) Chopping damage
Grapple +16
Special Attacks (3 AP)
+12 vs AC (ArN 4)
Flyby Attack  • Advanced
4d8 + 13 (avg 31) Chopping damage
Melee Reach 5ft • One creature
The Bat moves up to twice 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.
+10 vs Fortitude
Screech  • Advanced
3d8 + 8 (avg 22) Sonic damage
Area 30ft Cone • All creatures within area
The Bat releases a powerful and high piched screech that reverberates through all targets in the area. On a hit, the target is Dazed for 1d4 segments.
Immediate Actions
Blood Sucker [Free Action, Limit 1/Rest]  • Legendary
Melee Reach 5ft • One creature subject to Vampiric Bite or Flyby Attack
A Dire Vampire Bat who successfully bites a target (either with a Vampiric Bite or Flyby Attack) may choose to quickly drain them of their blood. The victim suffers 1 point of Blood Loss and 1d6 Stamina Damage (Burn). The Dire Vampire Bat regains its Healing Value in Hitpoints.
Move (1 AP), Double Move (3 AP)
Shift(Fly)
5 ft
Skirmish
25 ft
Sprint
10 ft
Fly(hover)
55 ft
Overland Movement
100 mi/day
Qualities
  • Infravision: The creature can see in the Infrared spectrum, allowing creatures or objects that produce heat (i.e. all living creatures) to stand out particularly from their environment, regardless of lighting conditions.
  • 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.
  • Animal Instincts: Animals do not suffer penalties to their Initiative Score, Awareness, or Sensory Skills due to their low intelligence. (inc)
  • Natural Armor: AC +2/+4 (inc)
Skills: Climb R2 (9), Stealth R4 (6), Listen R3 (9), Spot R4 (9), Scent R2 (4), Hunting R3 (9), Survival R2 (7)
Feats: Fast Initiative, Heavy Hitter, Fast Initiative
Philosophies: Rank 1 Mental, Rank 5 Physical
Combat Training: Melee 2, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +3, Brawn: +19
Equipment: None
Charm
-1
Coercion
+2
Deception
-1
Manipulation
-1
Persuasion
+1
Aloofness
-1
Bravery
+1
Intuition
+1
Tolerance
0
Suspicion
+1
Social
Composure: -
Languages: None
Motives: Feed, Hunt
Prejudices: