Cleon
Legend
Sea Bat Working Draft
Sea Bat
Huge Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +0
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (–2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d6+6) or sting +10 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Full Attack: Bite +10 melee (2d6+6) and sting +8 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, swallow whole
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 23, Dex 11, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +9, Spot +8, Swim +14
Feats: Alertness, Endurance, Multiattack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods (stone or metal only); 50% items (stone or metal only)
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —
This vast fish appears to be some sort of ray. It has horn-like fleshy lobes on each side of a wide mouth and powerful "wings" for swimming. Its lash-like tail is armed with several spines.
Enormous relatives of the manta rays, sea bats are aggressive predators that swallow their prey whole, often after paralyzing them with poisonous tail stings. Sea bats live in shallow tropical waters where the ocean's floor is muddy or sandy.
An average sea bat has "wings" than span 32 feet and a body roughly 20 feet long. The tail is about 15 feet long, with one or more poisonous barbs near the base. It weighs at least 3,000 pounds.
COMBAT
A sea bat is willing to chase down its victims, but normally buries itself in silt and waits until it senses the approach of prey. It then burst out of the mud and tries to swallow and paralyze as many opponents as it can. Sea bats do not attack large creatures except in self defense, since they are unable to eat creatures too big to swallow. They are canny enough to avoid large groups.
Blindsense (Ex): A sea bat can locate creatures underwater within a 30-foot radius. This ability works only when the sea bat is underwater.
Poison (Ex): Injury, Fortitude DC 16, initial damage paralysis for 2d4 rounds, secondary damage 1d4 Dex. The save DC is Constitution-based.
Swallow Whole (Ex): A sea bat can try to swallow a grabbed opponent of two or more sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d6+9 points of crushing damage plus 6 points of acid damage per round from the ray's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge sea bat's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Skills: A sea bat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*When it is lying still along the seafloor, a sea bat has a +12 racial bonus on Hide checks. Further, a sea bat can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.
Sea Bat
Huge Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +0
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (–2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d6+6) or sting +10 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Full Attack: Bite +10 melee (2d6+6) and sting +8 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, swallow whole
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 23, Dex 11, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +9, Spot +8, Swim +14
Feats: Alertness, Endurance, Multiattack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods (stone or metal only); 50% items (stone or metal only)
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —
This vast fish appears to be some sort of ray. It has horn-like fleshy lobes on each side of a wide mouth and powerful "wings" for swimming. Its lash-like tail is armed with several spines.
Enormous relatives of the manta rays, sea bats are aggressive predators that swallow their prey whole, often after paralyzing them with poisonous tail stings. Sea bats live in shallow tropical waters where the ocean's floor is muddy or sandy.
An average sea bat has "wings" than span 32 feet and a body roughly 20 feet long. The tail is about 15 feet long, with one or more poisonous barbs near the base. It weighs at least 3,000 pounds.
COMBAT
A sea bat is willing to chase down its victims, but normally buries itself in silt and waits until it senses the approach of prey. It then burst out of the mud and tries to swallow and paralyze as many opponents as it can. Sea bats do not attack large creatures except in self defense, since they are unable to eat creatures too big to swallow. They are canny enough to avoid large groups.
Blindsense (Ex): A sea bat can locate creatures underwater within a 30-foot radius. This ability works only when the sea bat is underwater.
Poison (Ex): Injury, Fortitude DC 16, initial damage paralysis for 2d4 rounds, secondary damage 1d4 Dex. The save DC is Constitution-based.
Swallow Whole (Ex): A sea bat can try to swallow a grabbed opponent of two or more sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d6+9 points of crushing damage plus 6 points of acid damage per round from the ray's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge sea bat's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.
Skills: A sea bat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*When it is lying still along the seafloor, a sea bat has a +12 racial bonus on Hide checks. Further, a sea bat can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.
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