Hit Dice: 4d8+12 (30 hp)
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Environment: Temperate deserts
Organization: Solitary or colony (5–8)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 5–12 HD (Large)
Level Adjustment: —
This terrifying bat has a body as big as a horse’s and leathery wings that spread farther than a dragon’s. Shaggy fur covers most of the body, with patches of bony armor showing through here and there.
These nocturnal hunters get excited easily, and they usually try to slay or drive off any creatures they encounter.
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.