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<blockquote data-quote="the Jester" data-source="post: 6057211" data-attributes="member: 1210"><p>Here are the revised bats, brought up to MM3 standards.</p><p></p><p></p><p><strong><span style="font-size: 18px">BAT</span> </strong></p><p><strong></strong></p><p><strong> Source:</strong> 3.5e Monster Manual (bat swarm, dire bat); 1e Fiend Folio (giant vampire bat)</p><p></p><p>Bats are flying mammals. Although many bats are harmless, eating fruit or insects, some monstrous types are quite dangerous to human and demihuman settlements. </p><p></p><p><strong><span style="font-size: 15px">Bat Swarm --- Level 2 Skirmisher </span></strong> </p><p>Medium natural beast (swarm) --- XP 125 </p><p>HP 36; Bloodied 18 Initiative +6</p><p>AC 16; Fortitude 13; Reflex 16; Will 12 Perception +1</p><p>Speed 2, fly 6 (hover) Blindsight 10</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks</p><p></p><p><strong>TRAITS </strong></p><p><strong></strong></p><p><strong>Swarm Attack * Aura 1</strong></p><p> A creature that ends its turn in the swarm takes 4 damage and is blinded until the start of its next turn.</p><p></p><p><strong>Swarm</strong></p><p> The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Battering Wings * At Will</strong></p><p> Attack: Melee 1 (one creature); +7 vs. AC.</p><p> Hit: 2d4 damage and the target is blinded until the start of its next turn.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong></strong></p><p><strong>(close) Blinding Burst of Bats * Encounter</strong></p><p> Trigger: The bat swarm is reduced to 0 hit points.</p><p> Effect (Free Action): The target is blinded until the start of its next turn.</p><p>---</p><p>Str 5 Dex 17 Wis 10</p><p>Con 12 Int 2 Cha 6 </p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Dire Bat --- Level 8 Skirmisher </span></strong> </p><p>Medium natural beast --- XP 350 </p><p>HP 89; Bloodied 44 Initiative +11</p><p>AC 22; Fortitude 20; Reflex 22; Will 20 Perception +12</p><p>Speed 3, fly 8 Blindsight 10</p><p>Vulnerable 10 thunder (plus see sensitive hearing)</p><p></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Sensitive Hearing</strong></p><p> If the dire bat takes thunder damage, it is deafened and loses blindsight until the end of its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +13 vs. AC.</p><p> Hit: 2d8+7 damage.</p><p>Flyby Attack * At Will</p><p> Effect: The dire bat flies up to 8 squares without provoking opportunity attacks and uses bite at any point during that movement.</p><p>---</p><p>Skills Stealth +14</p><p>Str 15 Dex 21 Wis 17</p><p>Con 17 Int 2 Cha 11</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 15px">Giant Vampire Bat --- Level 10 Minion Skirmisher </span></strong> </p><p>Small shadow beast --- XP Value </p><p>HP 1; a missed attack never damages a minion Initiative +12</p><p>AC 24; Fortitude 22; Reflex 23; Will 21 Perception +8</p><p>Speed 2, fly 8 Blindsight 10</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Bite * At Will</strong></p><p> Attack: Melee 1 (one creature); +15 vs. AC.</p><p> Hit: 5 damage and the giant vampire bat attaches to the target. The target can free itself by killing the bat or by making an Acrobatics or Athletics check, DC 18, as a move action. While it is attached to the creature, whenever the target moves, shifts or teleports, the giant vampire bat moves, shifts or teleports with it. The target does not provoke opportunity attacks from the giant vampire bat and the giant vampire bat does not provoke opportunity attacks at all.</p><p></p><p><strong>(melee) Bloodsucker * At Will</strong></p><p> Requirement: The giant vampire bat must be attached to a creature.</p><p> Attack: Melee 1 (the creature to which the giant vampire bat is attached); +13 vs. Fortitude.</p><p> Damage: 12 damage and the target is weakened until the end of its next turn.</p><p>---</p><p>Str 5 Dex 21 Wis 17</p><p>Con 18 Int 3 Cha 13</p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 6057211, member: 1210"] Here are the revised bats, brought up to MM3 standards. [B][SIZE="5"]BAT[/SIZE] Source:[/B] 3.5e Monster Manual (bat swarm, dire bat); 1e Fiend Folio (giant vampire bat) Bats are flying mammals. Although many bats are harmless, eating fruit or insects, some monstrous types are quite dangerous to human and demihuman settlements. [B][SIZE="4"]Bat Swarm --- Level 2 Skirmisher [/SIZE][/B] Medium natural beast (swarm) --- XP 125 HP 36; Bloodied 18 Initiative +6 AC 16; Fortitude 13; Reflex 16; Will 12 Perception +1 Speed 2, fly 6 (hover) Blindsight 10 Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks [B]TRAITS Swarm Attack * Aura 1[/B] A creature that ends its turn in the swarm takes 4 damage and is blinded until the start of its next turn. [B]Swarm[/B] The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. [B]STANDARD ACTIONS (mbasic) Battering Wings * At Will[/B] Attack: Melee 1 (one creature); +7 vs. AC. Hit: 2d4 damage and the target is blinded until the start of its next turn. [B]TRIGGERED ACTIONS (close) Blinding Burst of Bats * Encounter[/B] Trigger: The bat swarm is reduced to 0 hit points. Effect (Free Action): The target is blinded until the start of its next turn. --- Str 5 Dex 17 Wis 10 Con 12 Int 2 Cha 6 Alignment unaligned Languages - [B][SIZE="4"]Dire Bat --- Level 8 Skirmisher [/SIZE][/B] Medium natural beast --- XP 350 HP 89; Bloodied 44 Initiative +11 AC 22; Fortitude 20; Reflex 22; Will 20 Perception +12 Speed 3, fly 8 Blindsight 10 Vulnerable 10 thunder (plus see sensitive hearing) [B]TRAITS Sensitive Hearing[/B] If the dire bat takes thunder damage, it is deafened and loses blindsight until the end of its next turn. [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +13 vs. AC. Hit: 2d8+7 damage. Flyby Attack * At Will Effect: The dire bat flies up to 8 squares without provoking opportunity attacks and uses bite at any point during that movement. --- Skills Stealth +14 Str 15 Dex 21 Wis 17 Con 17 Int 2 Cha 11 Alignment unaligned Languages - [B][SIZE="4"]Giant Vampire Bat --- Level 10 Minion Skirmisher [/SIZE][/B] Small shadow beast --- XP Value HP 1; a missed attack never damages a minion Initiative +12 AC 24; Fortitude 22; Reflex 23; Will 21 Perception +8 Speed 2, fly 8 Blindsight 10 [B]STANDARD ACTIONS (mbasic) Bite * At Will[/B] Attack: Melee 1 (one creature); +15 vs. AC. Hit: 5 damage and the giant vampire bat attaches to the target. The target can free itself by killing the bat or by making an Acrobatics or Athletics check, DC 18, as a move action. While it is attached to the creature, whenever the target moves, shifts or teleports, the giant vampire bat moves, shifts or teleports with it. The target does not provoke opportunity attacks from the giant vampire bat and the giant vampire bat does not provoke opportunity attacks at all. [B](melee) Bloodsucker * At Will[/B] Requirement: The giant vampire bat must be attached to a creature. Attack: Melee 1 (the creature to which the giant vampire bat is attached); +13 vs. Fortitude. Damage: 12 damage and the target is weakened until the end of its next turn. --- Str 5 Dex 21 Wis 17 Con 18 Int 3 Cha 13 Alignment unaligned Languages - [/QUOTE]
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