The statistics block below contains details for more than one type of nycter. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Nycter ⬇️ Small Monstrous Humanoid |
Nycter Defender of the Cave, ⬇️ 5th-Level Druid⬇️ Small Monstrous Humanoid |
|
|---|---|---|
| Hit Dice: | 3d8 (13 hp) | 3d8+6 plus 5d8+10 (51 hp) |
| Initiative: | +2 | +1 |
| Speed: | 20 ft. (4 squares), fly 40 ft. (good) | 15 ft. in hide armor (3 squares), fly 30 ft. (good) |
| Armor Class: | 16 (+1 size, +2 Dex, +3 natural armor), touch 13, flat-footed 14 | 20 (+1 size, +1 Dex, +3 natural armor, +3 hide armor, +2 masterwork large wooden shield), touch 12, flat-footed 19 |
| Base Attack/Grapple: | +3/−2 | +6/+2 |
| Attack: | Bite +6 melee (1d4−1) | +1 scimitar +9 melee (1d4+1/15–20) or bite +8 melee (1d4) or +1 sling +9 ranged (1d3+1) |
| Full Attack: | Bite +6 melee (1d4−1) | +1 scimitar +9/+4 melee (1d4+1/15–20) or bite +8 melee (1d4) or +1 sling +9/+4 ranged (1d3+1) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Hunting cry (DC 11) | Hunting cry (DC 13), spells |
| Special Qualities: | Blindsense 60 ft., darkvision 60 ft., vulnerability to sonic | Animal companion, blindsense 60 ft., darkvision 60 ft., nature sense, resist nature’s lure, trackless step, wild empathy +5 (+1 magical beasts), wild shape 1/day, woodland stride, vulnerability to sonic |
| Saves: | Fort +1, Ref +5, Will +4 | Fort +7, Ref +5, Will +11 |
| Abilities: | Str 9, Dex 15, Con 11, Int 10, Wis 12, Cha 8 | Str 10, Dex 12, Con 14, Int 10, Wis 19, Cha 11 |
| Skills: | Listen +13, Spot +13; racial bonuses | Concentration +7, Knowledge (nature) +9, Listen +16, Spot +16, Survival +16 (+18 in aboveground natural environments); racial bonuses |
| Feats: | Alertness, Weapon Finesse | Alertness, Improved Critical (scimitar), Weapon Finesse |
| Environment: | Temperate forests | Temperate forests |
| Organization: | Solitary, pair, group (3–5), cave (10–30 plus 25% noncombatants) | Solitary or with dire bat |
| Challenge Rating: | 2 | 7 |
| Treasure: | Standard | Standard |
| Alignment: | Usually neutral | Neutral |
| Advancement: | 4–6 HD (Small); 7–12 HD (Medium) ♊ | By character class ♊ |
| Level Adjustment: | +2 | +2 |
Nycter • Nycter Defender of the Cave
An odd creature looking like a cross between a bat and a halfling peers down at you from where it hangs from the cave ceiling. Its face has a pair of slits that extend from the nostrils to just below its eyes, and its tail ends in a “T” shape.
Nycters are cave-dwelling batfolk that strive to live peaceably and well. Distantly related to the desmodus, they view their larger cousins as barbaric savages, akin to the way many humans view ogres. Likewise, desmodus view nycters as lesser beings, simple folk not as brainy or ambitious as their own race.
Nycter culture and society revolve around the cave and the community. Nycters have a keen sense of duty to their group and do their utmost to contribute to it.
A nycter stands 2 to 2½ feet tall and weighs 20 to 25 pounds. The creatures’ wing colors range from pale tan to dark gray, and the fur tones are tan, brown, or gray.
Nycters speak their own language, known as Nycter. The few who travel outside their home territory (usually as adventurers or emissaries) know Common.
Nycters prefer peace over war. If they encounter other creatures without being noticed in turn, they often choose to avoid them altogether. If confronted, they parlay and seek harmonious solutions. However, they fight fiercely to defend themselves or their territory.
The blindsense of nycters relies on echolocation (hearing).
Hunting Cry (Su): A nycter can emit a high, piercing shriek that damages and paralyzes its prey (30-foot cone, once every 2d4 rounds, damage 2d4 sonic plus paralysis for 1d4+1 rounds, a Fortitude save halves damage and negates paralysis). This is a sonic mind-affecting ability. A creature that successfully saves cannot be affected again by the same nycter’s hunting cry for 24 hours. The save DC is Constitution-based (shown after entry).
Skills: Nycters have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if their blindsense is negated.
A nycter that has earned the title “defender of the cave” holds a prominent position in a nycter community, usually acting as both a protector and a leader.
Before entering battle, a nycter defender of the cave casts bear’s endurance and bull’s strength on itself, followed by magic fang on its dire bat animal companion. It uses its hunting cry before entering melee combat. Once battle is joined, it relies on its weapons and magic items more than its spells.
Typical Druid Spells Prepared: 0—create water, cure minor wounds, detect magic, light, virtue; 1st—charm animal (DC 15), cure light wounds, magic fang, produce flame; 2nd—bear’s endurance, bull’s strength, heat metal (DC 16); 3rd—meld into stone, wind wall.
Possessions: +1 scimitar, +1 sling, bag of tricks (rust), wand of entangle, potion of heroism, potion of shield of faith +3, 20 sling bullets.
Nycter druids often take a dire bat as an animal companion; they feel a kinship and protective duty toward most bats and batlike creatures. Because of this defender of the cave’s druid levels, this dire bat knows one bonus trick.
Dire Bat Animal Companion: CR 2; Large animal; HD 4d8+12; hp 30; Init +6; Spd 20 ft., fly 40 ft. (good); AC 20, touch 15, flat-footed 14; Base Atk +3; Grp +10; Space/Reach 10 ft./5 ft.; Atk or Full Atk +5 melee (1d8+4, bite); SQ blindsense 40 ft., link, share spells; AL N; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6.
Skills and Feats: Hide +4, Listen +12, Move Silently +11, Spot +8; racial bonuses; Alertness, Stealthy.
Nycters possess the following racial traits.
Source: Monster Manual III, page 112.