03-06-2017, 12:10 PM
(This post was last modified: 06-08-2017, 09:37 PM by Fortheseen.)
Bat Family
Bat
Just your run of a mill bat.
CR 1/6 XP 65
N Diminutive Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6
AC 16, touch 16, flat-footed 14(+2 dex, +4 size)
hp 3(1d10-2)
Fort +0, Ref +4, Will +2
Speed 5 ft., Fly 40 ft.(good)
Melee Bite +7(1d3-4)
Space 1 ft.; Reach 0 ft.
Special Attacks Blood Drain
Str 3, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 5
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifiers +4 Perception
Blood Drain(Su)
Once per day, a bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Blood Bat
This red looking bat with glowing yellow eyes has blood dripping off of it and seeking more.
CR 4 XP 1200
NE Large Magical Beast
Init: +4; Senses Blindsense 60 ft., low-light vision; Perception +10
AC 17, touch 14, flat-footed 12(+4 dex, -1 size, +1 dodge, +3 natural)
hp 45(5d10+15)
Fort +7, Ref +8, Will +4
Immune Blind
Speed 20 ft., Fly 50 ft.(good)
Melee Bite +8(2d6+3), tail lash +3(1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 17, Dex 19, Con 17, Int 2, Wis 16, Cha 6
Base Atk +5; CMB +9; CMD 23
Feats Dodge, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +7, Fly +15, Perception +10, Stealth +10; Racial Modifiers +4 Perception
Leech(Su)
3/day, a blood bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 15) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A blood bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same blood bat’s shriek for 24 hours. The save DC is Constitution-based.
Cave Bat
A basic bat in a cave.
CR 1 XP 400
N Small Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6
AC 14, touch 14, flat-footed 13(+2 dex, +1 size, +1 natural)
hp 11(2d10-4)
Fort +1, Ref +5, Will +2
Speed 15 ft., Fly 40 ft.(good)
Melee Bite +5(1d6-2)
Special Attacks Blood Drain
Str 7, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 10
Feats Weapon Finesse
Skills Fly +13, Perception +7; Racial Modifiers +4 Perception
Blood Drain(Su)
Once per day, a cave bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Poison Bat
This green looking bat has a poison bite.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Blindsense 30 ft., low-light vision; Perception +8
AC 15, touch 14; flat-footed 12(+3 dex, +1 dodge, +1 natural)
hp 21(3d10)
Fort +3, Ref +5, Will +4
Speed 20 ft., Fly 40 ft.(good)
Melee Bite +5(1d6 plus poison)
Special Attacks Blood Drain
Str 11, Dex 16, Con 10, Int 2, Wis 16, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Weapon Finesse
Skills Fly +15, Perception +8; Racial Modifiers +4 Perception
Blood Drain(Su)
3/day, a poison bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Poison(Ex)
Bite — injury; save Fort DC 10; frequency 1/round for 3 rounds; effect 1d3 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Steel Bat
This bat is made out of steel with red glowing eyes seeking nourishment from another victim. What it lacks in speed, it makes up with defense.
CR 7 XP 3200
NE Large Magical Beast
Init: +7; Senses Blindsense 60 ft., low-light vision; Perception +15
AC 21, touch 13, flat-footed 17(+3 dex, -1 size, +1 dodge, +8 natural)
hp 100(9d10+54)
Fort +11, Ref +11, Will +6
Immune Blind; Resist Wind 5
Speed 20 ft., Fly 50 ft.(poor)
Melee Bite +14(2d6+6), tail lash +9(1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 22, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness
Skills Escape Artist +9, Fly +9, Perception +15, Stealth +10; Racial Modifiers +4 Perception
Leech(Su)
5/day, a steel bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 17) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A steel bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same steel bat’s shriek for 24 hours. The save DC is Constitution-based.
Vampire Bat
This type of bat feed on the blood of others.
CR 5 XP 1600
NE Large Magical Beast
Init: +9; Senses Blindsense 60 ft., low-light vision; Perception +11
AC 19, touch 15, flat-footed 13(+5 dex, -1 size, +1 dodge, +4 natural)
hp 45(7d10+28)
Fort +9, Ref +10, Will +5
Immune Blind
Speed 20 ft., Fly 50 ft.(good)
Melee Bite +11(2d6+4), tail lash +6(1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 18, Dex 20, Con 18, Int 2, Wis 16, Cha 6
Base Atk +7; CMB +11; CMD 26
Feats Dodge, Improved Initiative, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +9, Fly +11, Perception +11, Stealth +11; Racial Modifiers +4 Perception
Leech(Su)
5/day, a vampire bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 16) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A vampire bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 17 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same vampire bat’s shriek for 24 hours. The save DC is Constitution-based.
Bat
Just your run of a mill bat.
CR 1/6 XP 65
N Diminutive Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6
AC 16, touch 16, flat-footed 14(+2 dex, +4 size)
hp 3(1d10-2)
Fort +0, Ref +4, Will +2
Speed 5 ft., Fly 40 ft.(good)
Melee Bite +7(1d3-4)
Space 1 ft.; Reach 0 ft.
Special Attacks Blood Drain
Str 3, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +1; CMB -1; CMD 5
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifiers +4 Perception
Blood Drain(Su)
Once per day, a bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Blood Bat
This red looking bat with glowing yellow eyes has blood dripping off of it and seeking more.
CR 4 XP 1200
NE Large Magical Beast
Init: +4; Senses Blindsense 60 ft., low-light vision; Perception +10
AC 17, touch 14, flat-footed 12(+4 dex, -1 size, +1 dodge, +3 natural)
hp 45(5d10+15)
Fort +7, Ref +8, Will +4
Immune Blind
Speed 20 ft., Fly 50 ft.(good)
Melee Bite +8(2d6+3), tail lash +3(1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 17, Dex 19, Con 17, Int 2, Wis 16, Cha 6
Base Atk +5; CMB +9; CMD 23
Feats Dodge, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +7, Fly +15, Perception +10, Stealth +10; Racial Modifiers +4 Perception
Leech(Su)
3/day, a blood bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 15) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A blood bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 15 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same blood bat’s shriek for 24 hours. The save DC is Constitution-based.
Cave Bat
A basic bat in a cave.
CR 1 XP 400
N Small Magical Beast
Init: +2; Senses Blindsense 20 ft., low-light vision; Perception +6
AC 14, touch 14, flat-footed 13(+2 dex, +1 size, +1 natural)
hp 11(2d10-4)
Fort +1, Ref +5, Will +2
Speed 15 ft., Fly 40 ft.(good)
Melee Bite +5(1d6-2)
Special Attacks Blood Drain
Str 7, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 10
Feats Weapon Finesse
Skills Fly +13, Perception +7; Racial Modifiers +4 Perception
Blood Drain(Su)
Once per day, a cave bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Poison Bat
This green looking bat has a poison bite.
CR 2 XP 600
N Medium Magical Beast
Init: +2; Senses Blindsense 30 ft., low-light vision; Perception +8
AC 15, touch 14; flat-footed 12(+3 dex, +1 dodge, +1 natural)
hp 21(3d10)
Fort +3, Ref +5, Will +4
Speed 20 ft., Fly 40 ft.(good)
Melee Bite +5(1d6 plus poison)
Special Attacks Blood Drain
Str 11, Dex 16, Con 10, Int 2, Wis 16, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Weapon Finesse
Skills Fly +15, Perception +8; Racial Modifiers +4 Perception
Blood Drain(Su)
3/day, a poison bat can drain the blood from a target within 30 feet. The target must make a Fortitude save(DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell(DC 17).
Poison(Ex)
Bite — injury; save Fort DC 10; frequency 1/round for 3 rounds; effect 1d3 non-elemental damage; cure 1 save. The save DC is Constitution-based.
Steel Bat
This bat is made out of steel with red glowing eyes seeking nourishment from another victim. What it lacks in speed, it makes up with defense.
CR 7 XP 3200
NE Large Magical Beast
Init: +7; Senses Blindsense 60 ft., low-light vision; Perception +15
AC 21, touch 13, flat-footed 17(+3 dex, -1 size, +1 dodge, +8 natural)
hp 100(9d10+54)
Fort +11, Ref +11, Will +6
Immune Blind; Resist Wind 5
Speed 20 ft., Fly 50 ft.(poor)
Melee Bite +14(2d6+6), tail lash +9(1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 22, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus(Perception), Toughness
Skills Escape Artist +9, Fly +9, Perception +15, Stealth +10; Racial Modifiers +4 Perception
Leech(Su)
5/day, a steel bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 17) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A steel bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same steel bat’s shriek for 24 hours. The save DC is Constitution-based.
Vampire Bat
This type of bat feed on the blood of others.
CR 5 XP 1600
NE Large Magical Beast
Init: +9; Senses Blindsense 60 ft., low-light vision; Perception +11
AC 19, touch 15, flat-footed 13(+5 dex, -1 size, +1 dodge, +4 natural)
hp 45(7d10+28)
Fort +9, Ref +10, Will +5
Immune Blind
Speed 20 ft., Fly 50 ft.(good)
Melee Bite +11(2d6+4), tail lash +6(1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
Str 18, Dex 20, Con 18, Int 2, Wis 16, Cha 6
Base Atk +7; CMB +11; CMD 26
Feats Dodge, Improved Initiative, Skill Focus(Stealth), Weapon Finesse
Skills Escape Artist +9, Fly +11, Perception +11, Stealth +11; Racial Modifiers +4 Perception
Leech(Su)
5/day, a vampire bat can leech the blood from a target within 30 feet. The target must make a Fortitude save(DC 16) or take 2d6 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 2nd level spell(DC 19).
Shriek(Ex)
A vampire bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 17 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same vampire bat’s shriek for 24 hours. The save DC is Constitution-based.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.