The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Guard Bat ⬇️ Large Animal |
Hunting Bat ⬇️ Medium Animal |
War Bat ⬇️ Huge Animal |
|
|---|---|---|---|
| Hit Dice: | 4d8+12 (30 hp) | 4d8+4 (22 hp) | 10d8+50 (95 hp) |
| Initiative: | +6 | +7 | +6 |
| Speed: | 20 ft. (4 squares), fly 60 ft. (good) | 20 ft. (4 squares), fly 60 ft. (good) | 20 ft. (4 squares), fly 40 ft. (good) |
| Armor Class: | 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 | 20 (+7 Dex, +3 natural), touch 17, flat-footed 13 | 23 (–2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 |
| Base Attack/Grapple: | |||
| Attack: | Bite +5 melee (1d8+4 plus wounding) | Bite +10 melee (1d6+3) | Bite +12 melee (2d6+10) |
| Full Attack: | Bite +5 melee (1d8+4 plus wounding) | Bite +10 melee (1d6+3) | Bite +12 melee (2d6+10) |
| Space/Reach: | 10 ft./5 ft. | 5 ft./5 ft. | |
| Special Attacks: | Wounding | Trip | — |
| Special Qualities: | Blindsense 120 ft., immunities | Blindsense 120 ft., immunities, scent | Blindsense 120 ft., immunities |
| Saves: | Fort +7, Ref +10, Will +6 | Fort +5, Ref +11, Will +4 | Fort +12, Ref +13, Will +9 |
| Abilities: | Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 7 | Str 15, Dex 24, Con 13, Int 2, Wis 16, Cha 7 | Str 25, Dex 22, Con 21, Int 2, Wis 14, Cha 7 |
| Skills: | Listen +12, Move Silently +9, Spot +12; racial bonuses | Hide +12, Listen +13, Move Silently +9, Spot +13; racial bonuses | Listen +12, Move Silently +11, Spot +12; racial bonuses |
| Feats: | Dodge [bonus], Mobility, Spring Attack | Dodge, Weapon Finesse | Alertness, Dodge, Flyby Attack, Power Attack |
| Environment: | Underground | Underground | Underground |
| Organization: | Solitary or colony (5–8) | Solitary or colony (5–8) | Solitary or colony (5–8) |
| Challenge Rating: | 3 | 3 | 5 |
| Treasure: | None | None | None |
| Alignment: | Always neutral | Always neutral | Always neutral |
| Advancement: | 5–12 HD (Huge) | 5–12 HD (Large) | 11–16 HD (Huge); 17–30 HD (Gargantuan) |
| Level Adjustment: | — | — | — |
Guard Bat • Hunting Bat • War Bat
The desmodus love bats. They breed and maintain bats of all shapes and sizes as companions, guards, and draft animals. Three unique kinds of desmodu-bred bats are described here.
Like other bats, these creatures fight on the wing, swooping down to bite their foes.
Blindsense (Ex): A bat emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 120 feet. The bat usually does not need to make Spot or Listen checks to notice creatures within range of its blindsense. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a range of 10 feet.
Immunities: The bats the desmodus breed are immune to the despair and stunning screech abilities of desmodus.
The desmodus breed these bats as hunting animals, in the same way that humans breed hunting dogs. When hunting for meat animals underground, a desmodu releases one or more hunting bats. When the bat discovers prey, it calls ultrasonically to its master, then begins chasing its quarry.
A hunting bat has a body like that of an ordinary bat and a head that resembles a wolf’s. Its fur is usually black or gray.
When a hunting bat swoops down on its prey, it first attempts to trip its opponent. Whether or not this tactic succeeds, the bat follows up the attempt with bite attacks. The bat then picks up any prey that it has downed in its jaws and returns with it to its master.
Trip (Ex): A hunting bat that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the bat.
Skills: A hunting bat receives a +4 racial bonus on Hide checks. It also receives a +8 racial bonus on Spot and Listen checks. These latter two bonuses are lost if its blindsense is negated.
A guard bat is nearly identical to a dire bat, except that the former is more agile, has even keener senses, and has a particularly dangerous bite. The desmodus use these creatures primarily as sentries.
A guard bat looks like a very large flying fox, except that it has long teeth, like those of a vampire bat, and shaggy fur on its head and body.
In battle, a group of guard bats typically picks out a single target and swoops in to bite. Then each guard bat uses its Spring Attack feat to bite and fly out of reach before the foe can respond.
Wounding (Ex): A guard bat’s saliva contains an anticoagulant that causes bite wounds the creature inflicts to bleed freely. A wound resulting from a guard bat’s bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Skills: A guard bat receives a +8 racial bonus on Spot and Listen checks. These bonuses are lost if blindsense is negated.
The desmodus breed these creatures as mounts and beasts of burden. Desmodus armed with huge heavy lances sometimes ride them into battle.
A war bat has a wingspan of 16 to 18 feet. Except for its size, it looks like a normal bat.
War bats seldom fight on their own unless attacked first or ordered into battle by their masters.
Skills: A war bat receives a +4 racial bonus on Spot and Listen checks. These bonuses are lost if blindsense is negated.
Source: Monster Manual II (version 3.5), page 65. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.