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Bat, Mobat

This bat has a wingspan the length of two humans, over-sized ears, and a squat, upturned snout with rows of needle-like teeth.

Mobat CR 3

XP 800

N Large magical beast

Init +2; Senses blindsense 120 ft., low-light vision; Perception +6

Defense

AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)

hp 34 (4d10+12)

Fort +7, Ref +6, Will +2

Offense

Speed 20 ft., fly 40 ft. (good)

Melee bite +6 (2d6+4)

Space 10 ft.; Reach 5 ft.

Special Attacks screech

Statistics

Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6

Base Atk +4; CMB +8; CMD 20

Feats Flyby Attack, Skill Focus (Stealth)

Skills Fly +8, Perception +6 (+10 when using blindsense), Stealth +5; Racial Modifiers +4 Perception when using blindsense

Languages Undercommon (cannot speak)

Ecology

Environment temperate or warm forests, hills, or underground

Organization solitary or colony (2–8)

Treasure incidental

Special Abilities

Screech (Su) Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.

Mobats are magical giant bats with wolfish grins and immense wingspans. Survivors of a lost era, they are rarely seen beyond the dark forests and deep caves they haunt. Although mobats are omnivores, they vastly prefer the flavor of fresh meat over that of other prey.

Mobats' fur varies in coloration, from deep auburn to almost black, and their skin is black. A mobat's wingspan is 15 feet across, and it weighs 250 pounds.

Bat, Skaveling

This monstrously sized, undead bat has mottled, decayed flesh and eyes that smolder with an unholy green glow.

Skaveling CR 5

XP 1,600

CE Large undead

Init +7; Senses blindsense 120 ft.; Perception +14

Defense

AC 19, touch 13, flat-footed 15 (+3 Dex, +6 natural, –1 size)

hp 58 (9d8+18)

Fort +5, Ref +6, Will +8

Immune undead traits

Offense

Speed 20 ft., fly 40 ft. (good)

Melee bite +10 (2d8+7 plus disease and paralysis)

Space 10 ft.; Reach 5 ft.

Special Attacks screech, paralysis (1d4+1 rounds, DC 16)

Statistics

Str 21, Dex 17, Con —, Int 8, Wis 15, Cha 14

Base Atk +6; CMB +12; CMD 26

Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus (Stealth)

Skills Fly +13, Perception +14 (+18 when using blindsense), Stealth +14; Racial Modifiers +4 Perception when using blindsense

Languages Undercommon

Ecology

Environment any underground

Organization solitary or colony (2–8)

Treasure incidental

Special Abilities

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (see ghouls).

Screech (Su) Once per day as a standard action, a skaveling can screech as a mobat, save that those who are affected are stunned for 1d3 rounds unless they make a DC 16 Fortitude save. The save DC is Charisma-based.

Known in some circles as ghoul bats, skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.