

Of course, there was a lot of guessing involved in what I extrapolated above, so you may want to look for yourself.

More specifically, I used the Improving Monsters file and the Monster listing from Di to Do. I don't know what it would be, I guess something a bat could use. So I'm assuming you'd pick a new feat for your bat. Since DBs do have an INT score of more than one, but still a negative modifier, they're only going to get one skill point per level.Ĭreatures all get feats of 1 + 1 per 3 HD. Judging by that I'd say for one level it might get a +1 to fort and will, +2 to reflex. Bat has +7 Fort, +10 Reflex, and +6 Will. I would guess a bat wouldn't have great Will saves, so the Fort and Reflex would go up more. 3/4 圆 = 4.5, so your Bat's base attack would increase to either +4 or +5, depending on how you want to round it.

So, I'm assuming that if your bat gains one level, it will now have 6d8 HP. Of course, all of this is wrong if you're using 3.5.īest saves: Fort, Ref (and sometimes Will) This bonus is negated if Blindsight is negated. *Dire Bats receive a +4 racial bonus to spot and listen checks (already figured into their stats). Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures. Skills: Listen +11, Move Silently +11, Spot +11 Free Dungeons and Dragons Dire Animal play by post role-playing D&D 3.5 manual. Your advanced dire bat should look like this: Since you're ranger is 12th level, the bat should have 6 HD.

When a creature goes from Large to Huge size, they gain the following modifications: +8 str, -2 dex, +4 con, +3 natural armor, -1 size penalty to attack/AC. The Dire Bat is an animal, so that would be.Īlso note that Dire Bats reach a maximum of 12 HD and become Huge size as soon as they start advancing. Rules for this may be found in the Monster Manual. However, if you like and the DM allows it, you may advance it's hit dice. SPECIAL ABILITIES Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+4) against evil/good foes smite persists until target is dead or the celestial/fiendish creature rests).Īugment Summoning : Items in brackets represent the spell being cast by a character with the Augment Summoning feat.Your animal does not "level up" in the traditional sense. AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size) hp 22 30 (4d8+4) 4d8+12 Fort +5 +7, Ref +6, Will +3. Skills Fly +9, Perception +12, Stealth +4 Racial Modifiers +4 Perception when using blindsense DEFENSE AC 14, touch 11, flat-footed 12 (+2Ĭelestial – Resist Acid, Cold, and Electricity 5
