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Summoned Creature: Cave BatA basic bat in a cave.

As a summoned, template, creature, this creature has several changes. Anything noted with [] is what it gains from the template associated with the summoners’ alignment. Divine is always listed first, and Unholy afterwards.

Bat, Cave (CR 1)

XP 400
N Small Divine / Unholy Magical Beast (Avian, [holy/shadow])
Init +2; Senses Blindsense 20 ft., [darkvision +60 ft./darkvision 120 ft. and see in darkness], low-light vision; Perception +6


AC 14, touch 13; flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 13 [21] (2d10+1)
Fort +2, Ref +5, Will +2
[Resist holy 5/shadow 5]
[Weakness shadow/holy]


Speed 15 ft. [25 ft], Fly 40 ft. [50 ft] (good)
Melee Bite +5 (1d6-1 [+1 holy/shadow])
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain, Critical Attack, Screech


Str 9, Dex 15, Con 8, Int 2, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 10
Feats Toughness*, Weapon Finesse
*Bonus Feat
Skills Fly +13, Perception +6; Racial Modifiers Perception +4


Blood Drain (Su)

Once per day, a cave bat can drain the blood from a target within 30 feet. The target must make a Fortitude save (DC 13) or take 1d8 points of shadow damage and the cave bat is healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the cave bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6-1 x 1.5 for total damage.

Screech (Ex)

Once per day as a standard action, a cave bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst. All creatures within the area must make a DC 10 Fortitude save or be staggered for 1d2 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.