Hello and welcome to this week's edition of Frightful Fridays! The ghost-hunting bat, based on the Honduran Ghost Bat, is not exactly frightful, unless you happen to be playing an undead creature, but I figured that the spate of undead (plus the nasty dobhar chĂș from last week) needed a little balance. So, these little guys will be very helpful to PCs in a ghast- and vampire-infested campaign, or they will make great opponents against evil characters who happen to be ghasts, vampires, or the like.
I hope you enjoy the ghost-hunting bat, and I'll be back next time with another monster. Thanks for reading!
Ghost-hunting bats resting after a successful hunt
This snowy white bat
flits about while turning its ears to-and-fro in search of something unseen.
Ghost-Hunting
Bat CR 2
XP 600
NG Tiny magical beast
Init +3; Senses blindsense 50 ft., darkvision 60
ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 15,
flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +3
Defensive Abilities
channel resistance +4
OFFENSE
Speed 5 ft., fly
50 ft. (good)
Melee bite +8
(1d3–4 plus drain inhibitor)
Space 2½ ft.; Reach 0 ft.
Special Attacks channel positive energy (4/day, 2d6, DC 14), part
the veil, raze undead
STATISTICS
Str 2, Dex 16, Con 13, Int 4, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 10
Feats Improved
Channel, Turn Undead, Weapon Finesse
Skills Fly +11,
Perception +8 (+16 to locate undead or notice disguises used by undead),
Stealth +11; Racial Modifiers +8
Perception to locate undead or notice disguises used by undead
ECOLOGY
Environment any
land
Organization
solitary, pair, or purge (3–16)
Treasure none
SPECIAL ABILITIES
Drain Inhibitor (Su) If a ghost-hunting bat deals
damage to an undead creature, the target must attempt a DC 12 Will save. If it fails, it cannot use any ability that damages or drains attributes or levels through a
negative energy effect until the beginning of the bat's next turn. The save DC is Charisma-based.
Part the Veil (Su)
A ghost-hunting bat can unleash a cry as a standard action that causes all
incorporeal undead within 30 feet that fail a DC 12 Will save to lose the
benefits of incorporeality until the beginning of the bat's next turn. The save
DC is Charisma-based.
Raze Undead (Su) When
a ghost-hunting bat attacks an undead creature, it adds its Dexterity modifier
to damage instead of its Strength modifier, and its bite counts as a magical
weapon.
Bats seem naturally drawn to dark places, and undead
creatures sometimes bend bats to their will to attack their foes. Ghost-hunting
bats are also drawn to evil locations, but they are anathema to the undead and are implacable foes to
the creatures. In natural settings, they gather in large groups to hunt undead.
Their evolved abilities make them surprisingly effective against their chosen
prey.
Good-aligned clerics and others who despise the undead
attract ghost-hunting bats, which may come to the rescue for characters having
a difficult time in combat with undead. A good character who has the Improved
Familiar feat and 7 total levels in spellcasting classes can gain a
ghost-hunting bat as a familiar.