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Kit's Animals & Vermin + Templates = Sadistic Fun thread
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<blockquote data-quote="Knightfall" data-source="post: 933797" data-attributes="member: 2012"><p><strong>Quick and Dirty Creation!</strong></p><p></p><p><strong><em>Spirit Bat (Bat + Ghost Brute)</em></strong></p><p><strong>Diminutive Undead (Incorporeal)</strong></p><p><strong>Hit Dice:</strong> ¼ d12 (2 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> Fly 30 ft. (perfect)</p><p><strong>AC:</strong> 16 vs. ethereal (+4 size, +2 Dex); 17 vs. material (+4 size, +2 Dex, +1 deflection)</p><p><strong>Attacks:</strong> Incorporeal touch corruption –5 melee; or material touch corruption +2 melee</p><p><strong>Damage:</strong> Incorporeal touch corruption 1; or material touch corruption 1d4</p><p><strong>Face/Reach:</strong> 1 ft. / 0 ft.</p><p><strong>Special Attacks:</strong> Corrupting touch</p><p><strong>Special Qualities:</strong> Blindsight, manifestation, rejuvenation, +2 turn resistance</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 1 (-5), Dex 15 (+2), Con –, Int 2 (-4), Wis 14 (+2), Cha 12 (+1)</p><p><strong>Skills:</strong> Hide +4, Listen +13, Move Silently +6, Search +4, Spot +13*</p><p></p><p><strong>Climate/Terrain:</strong> Temperate and hill, plains, and underground</p><p><strong>Organization:</strong> Solitary, colony (10-40) or swarm (10-50)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> –</p><p></p><p><strong>Blindsight (Ex):</strong> Spirit bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and blinds the undead creature until the spell ends.</p><p></p><p><strong>Manifestation (Su):</strong> As ethereal creatures, spirit bats cannot affect or be affected by anything in the material world. When they manifest, spirit bats become visible but remain incorporeal. However, a manifested spirit bat can strike with its touch attack. A manifested spirit bat remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes.</p><p></p><p><strong>Rejuvenation (Su):</strong> In most cases, it’s difficult to destroy a spirit bat through simple combat: The "destroyed" creature will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A spirit bat that would otherwise be destroyed returns to its old haunts with a successful level check (1d20) against DC 16. As a rule, the only way to get rid of a spirit bat for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Note a colony or swarm of spirit bats is considered ‘one’ spirit for the purposes of allowing the creatures to rest in peace.</p><p></p><p><strong>Skills:</strong> Spirit bats receive a +8 racial bonus on Hide, Listen, Search, and Spot checks. *Spirit bats receive an additional +4 racial bonus to Spot and Listen checks, which are lost if Blindsight is negated.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 933797, member: 2012"] [b]Quick and Dirty Creation![/b] [b][i]Spirit Bat (Bat + Ghost Brute)[/i][/b] [b]Diminutive Undead (Incorporeal)[/b] [b]Hit Dice:[/b] ¼ d12 (2 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] Fly 30 ft. (perfect) [b]AC:[/b] 16 vs. ethereal (+4 size, +2 Dex); 17 vs. material (+4 size, +2 Dex, +1 deflection) [b]Attacks:[/b] Incorporeal touch corruption –5 melee; or material touch corruption +2 melee [b]Damage:[/b] Incorporeal touch corruption 1; or material touch corruption 1d4 [b]Face/Reach:[/b] 1 ft. / 0 ft. [b]Special Attacks:[/b] Corrupting touch [b]Special Qualities:[/b] Blindsight, manifestation, rejuvenation, +2 turn resistance [b]Saves:[/b] Fort +2, Ref +4, Will +2 [b]Abilities:[/b] Str 1 (-5), Dex 15 (+2), Con –, Int 2 (-4), Wis 14 (+2), Cha 12 (+1) [b]Skills:[/b] Hide +4, Listen +13, Move Silently +6, Search +4, Spot +13* [b]Climate/Terrain:[/b] Temperate and hill, plains, and underground [b]Organization:[/b] Solitary, colony (10-40) or swarm (10-50) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] None [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] – [b]Blindsight (Ex):[/b] Spirit bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and blinds the undead creature until the spell ends. [b]Manifestation (Su):[/b] As ethereal creatures, spirit bats cannot affect or be affected by anything in the material world. When they manifest, spirit bats become visible but remain incorporeal. However, a manifested spirit bat can strike with its touch attack. A manifested spirit bat remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. [b]Rejuvenation (Su):[/b] In most cases, it’s difficult to destroy a spirit bat through simple combat: The "destroyed" creature will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A spirit bat that would otherwise be destroyed returns to its old haunts with a successful level check (1d20) against DC 16. As a rule, the only way to get rid of a spirit bat for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Note a colony or swarm of spirit bats is considered ‘one’ spirit for the purposes of allowing the creatures to rest in peace. [b]Skills:[/b] Spirit bats receive a +8 racial bonus on Hide, Listen, Search, and Spot checks. *Spirit bats receive an additional +4 racial bonus to Spot and Listen checks, which are lost if Blindsight is negated. [/QUOTE]
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