Fiendish Dire Bat CR 3
Always NE Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., blindsight 40 ft.; Listen +12*, Spot +8*
Languages —
AC 20 (−1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
hp 4d8+12 (30 hp); DR 5/magic
Fort Ref Will
Speed 20 ft. (4 squares), fly 40 ft. (good)
Space/Reach 10 ft./5 ft.
Base Atk +3; Grp +10
Melee bite ()
Attack Options Smite good
SQ darkvision 60 ft., Blindsight 40 ft., resistance to cold 5 and fire 5, SR 9
Abilities Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6
Feats Alertness, Stealthy
Skills Hide +4, Listen +12*, Move Silently +11, Spot +8*
Advancement 5–12 HD (Large)
Environment Any evil-aligned plane
Organization Solitary or colony (5–8)
Treasure None
Summon Monster: Summon Monster III
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +4 extra damage against an good foe.
Blindsight (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster III.