Poison (Ex): Injury, Fortitude DC X, initial damage wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 4d4 rounds, secondary damage none. The save DC is Constitution-based.BOZ said:Avari love the taste of human flesh, and their saliva contains a powerful poison that affects the victim’s nervous system; anyone bitten by an Avari must save vs. paralyzation or writhe in agony for 4-16 rounds, with the same effect as a symbol of pain. An avari may also screech like a mobat (6" radius), but may not bite in the same round.
Summon Mobats (Sp): Three times per day, an avari can automatically summon 1d4 mobats. This ability is the equivalent of a Xth-level spell.BOZ said:Avari telepathically command all bats and can summon 1-4 mobats up to three times per day.
Improved Initiative and Alertness (as feats or bonus feats), racial bonus to Hide, Move Silently, Spot, Listen?BOZ said:Due to their acute sonar senses, avari surprise opponents on a 1-5 on a d6, and are surprised only on a 1.
Poison (Ex): Injury, Fortitude DC X, initial damage wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 4d4 rounds, secondary damage none. The save DC is Constitution-based.
Sonic Screech (Su): An avari can screech once per round affecting all those within a 60-foot radius that fail a Will save (DC X). On a failed save, the victim is stunned for 1d3 rounds. This is a sonic, mind-affecting attack. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same avari's sonic screech for 24 hours.
Summon Mobats (Sp): Three times per day, an avari can automatically summon 1d4 mobats. This ability is the equivalent of a Xth-level spell.
Perhaps we could also let them summon regular bats, dire bats, and/or bat swarms?
Improved Initiative and Alertness (as feats or bonus feats), racial bonus to Hide, Move Silently, Spot, Listen?
Shade said:Damage reduction: 10/silver (for some reason, this just seems more appropriate)
Resistance to cold 10 and electricity 10
For the resistance to magic missiles/force effects, how about:
Force Resistance (Ex): Avari gain a +4 racial bonus on saving throws against force-based spells and effects. If an effect does not allow a saving throw, but deals damage (such as magic missle), the avari instead takes only half damage from the effect.
I borrowed the first part from the Tarterian dragon.
Spell resistance 11 + CR (once that's determined).
Suggested Skills: Bluff, Diplomacy, Intimidate, Hide, Knowledge (the planes), Listen, Move Silently, Sense Motive, Spot
Suggested Feats: Alertness, Blind-Fight, Flyby Attack, Improved Initiative
Organization: Solitary, squad (2-4), or colony (5-20 plus slaves)
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
An avari is 6 feet tall, and weighs 150 pounds.
An avari speaks Abyssal, Infernal and Undercommon.
The creature appears to be a man-sized bat. It has huge leathery wings and its fur is brownish-green. Saliva drips from its fanged mouth, and its eyes burn with hatred and cunning.
Dragon #101 said:Avari occasionally come to the Prime Material Plane via gates cast by other individuals, and certain forms of magic have proven successful in summoning them, through the use of the personal names which all avari possess.
Great.BOZ said:Looks like I forgot to mention it before, but here is how I set the ability scores:
Abilities: Str 22, Dex 18, Con 16, Int 13, Wis 15, Cha 16
Because I hate having to look up a spell to find out what a monster's ability does.BOZ said:why not just say “affected as by symbol of pain”?I like the idea of having a secondary effect. We can make that some minor Str/Dex/ and/or Con damage, or sunning or temporary paralysis or something, or we can split up the pain duration (2d4 and 2d4, or 1d4 and 3d4, etc). agree or disagree?
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True. It's been awhile since I wrote thatBOZ said:don’t really need “sonic” in the title – although since they are bats, maybe supersonic or subsonic (not sure which one is which)? Did you get this writeup from the ToH mobat or from somewhere else? Should we add that they cannot bite and screech in the same round or is that assumed?
Is it that way? I was just going by summon monster and summon nature's ally. Good catch on the telepathic command.BOZ said:maybe… nowadays is it not “summon” for extraplanar creatures and “call” for creatures on the same plane? And you didn’t write anything for “Avari telepathically command all bats”![]()
Agreed. I could see dumping the Spot bonus, though, as bats don't usually have very keen eyesight.BOZ said:definitely some of that, at least. I was thinking sonar would help them more with Listen and Move Silently than anything else, so definite bonuses there. Alertness and Stealthy would also be advisable.
Silver alone. The varrangoins have dr/cold iron, so I figured we could be similar, but not too similar, to the other fiendish bat-folk.BOZ said:sure, DR/magic is boring now.but, with “They are unaffected by non-magical weapons” should that be “magic and silver” or “magic or silver” or would you figure the silver alone is enough?
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Resistance doesn't seem limited by HD anymore. Check out the baatezu and tanar'ri...all have the same values.BOZ said:is that the value you’d expect to see on a 9-HD outsider?
Yes to Draconomicon, and I agree with the "force descriptor" bit being better.BOZ said:where is the Tarterian dragon – Draconomicon? Otherwise, looks just fine to me.instead of “force-based spells” should that be “spells with the force descriptor”?
So I think you are trying to tell me to add some bats to the organization line, right?BOZ said:“There they dwell in dank caverns filled with bats, and are usually encountered in similar surroundings on the Prime Material Plane.”![]()
Should we figure out a summon monster spell appropriate for them, or mention that they are often brought to the Material Plane via planar ally spells?[b said:Dragon #101][/b]Avari occasionally come to the Prime Material Plane via gates cast by other individuals, and certain forms of magic have proven successful in summoning them, through the use of the personal names which all avari possess.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.