Bat out of Hell

Spawned out of the fiery furnace of Hell itself, these creatures are bred solely for killing and devouring its prey. The bat out of Hell’s favorite food is meatloaf, but it’ll settle for any humanoid flesh. In solitary environments they are sneaky, usually swooping down and taking off with one of the group. In colonies, they are formidable foes, ambushing their prey in large, deep caverns, where their prey cannot flee to safety.

Bat out of Hell (CR 6)
Lawful Evil Large Outsider (Evil, Extraplanar, Fire, Lawful)
Initiative: +10
Senses: Blindsight 60ft

Armor Class: 23 (-1 size, +7 Dex, +7 natural), touch 17, flat-footed 15
Hit Dice: 8d8+18 (60 hp)
Saves: Fort +10, Ref +13, Will +10

Speed: 30 ft. (6 squares), fly 60 ft. (12 squares)
Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Base Attack/Grapple: +3/+10

Feats: Alertness, Stealthy, Fly-by attack, Improved Grapple
Special Qualities: Blindsense 60 ft.

Abilities: Str 19, Dex 24, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +8, Listen +16*, Move Silently +14, Spot +10*

Environment: Subterranean caverns, Planes of Hell, Outer Planes
Organization: Solitary or colony (5-8)
Challenge Rating: 6
Treasure: None

Advancement: 9-16 HD (Huge)
Level Adjustment: —

An adult bat out of Hell has a wingspan of 15-20 feet and weighs between 300 and 500 pounds.

Combat

Dire bats swoop down upon unsuspecting prey from above, often grappling them on a fly-by attack and taking them to higher ground where they can fight them one-on-one or outnumber them.

Blindsense (Ex)

A bat out a Hell uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the bat unless it can actually see them.

Breath Weapon (Su)

Bats out of Hell can breath fire in a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based. On the Planes of Hell, this damage is 3d6.

Fiery Bite (Su)

A bat out of Hell deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. on the Planes of Hell, this extra fire damage is 2d6.

Skills

Bats out of Hell have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. On the Planes of Hell, these bonuses are +8.


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Bawana Garawal (14th level)

Bawana was raised in the gnoll highlands in the Orkrun. She fought her way up through the ranks of the Gnoll Brigade and finally struck out on her own, founding the Iron Coven with her companions. She now travels the northern reaches with them, adventuring and building up a small horde of treasure and followers.

Bawana Garawal
Medium-size Female Gnoll
Humanoid2 Fighter12

Hit Dice: (2d8)+(12d10)+70
Hit Points: 174
Initiative: +5
Speed: Walk 30 ft.
AC: 24 (flatfooted 20, touch 14)
Attacks: *Minor Battleaxe of Ice +22/+17;*Minor Battleaxe of Fire +22/+17/+12; ;
Damage: *Minor Battleaxe of Ice 1d8+10;*Minor Battleaxe of Fire 1d8+15; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Humanoid Traits
Saves: Fortitude: +16, Reflex: +9, Will: +5
Abilities: STR 28 (+9), DEX 20 (+5), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 9 (-1)
Skills: Appraise 0; Balance 3; Bluff -1; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 3; Forgery 0; Gather Information -1; Heal 1; Hide 3; Intimidate -1; Jump 7; Listen 1; Move Silently 3; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Exotic Weapon Proficiency (Axe (Orc Double)), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Challenge Rating: 13
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)

Alternate Stats
Presented here are alternative statistics for Bawana, with 7 levels of Blackguard.

Recently, Bawana began trafficking with dark powers in order to increase her power. Since then her leadership has propelled the Iron Coven to infamy across the kingdoms. None of the Iron Coven dare cross her as her fiendish raven Blackeye watches her back and reports any disloyalty to Bawana.

Fighter 7, Blackguard 7
Medium-size Female Gnoll
Init: Senses: darkvision 60 ft
Listen Spot
Languages: Gnoll, Common

AC: 19 (+1 natural armor, + 3 dex, +5 armor)
HP: 151 (HD 14d10+70)
Aura: Aura of Despair (enemies within 10 feet of her take a -2 penalty on all saving throws)
Fort: +16 Ref: +8 Will: +6

MV: 30 ft
Attack: Minor Battleaxe of Fire +21 (1d8 + 13 and 1d6 fire)
Full Attack: Minor Battleaxe of Fire +21/+16/+11 (1d8 + 13 and 1d6 fire) and Minor Battleaxe of Ice +21/+16 (1d8 + 8 and 1d6 frost)
Attack Options: sneak attack +2d6 damage, smite good (+1 attack, +7 damage) 2/day
Space / Reach: 5 ft / 5 ft
Base Attack: +14 / +9 / +4 Grapple: +23

Abilities: STR 28 (+9), DEX 16 (+3), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
SQ: Aura of evil, Dark blessing, fiendish servant (raven)
SA: detect good, poison use, smite good 2/day (+1 attack, +7 damage), command undead, aura of despair, sneak attack +2d6,
Feats: Cleave, Combat Reflexes, Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Skills: ftr: 20, bkgrd 14. Diplomacy +7, Hide +8, Intimidate +12, Knowledge (religion) 2, Ride +5

Spells Available:
1st (2/day): cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd (1/day): bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd (1/day): contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.
* Evil creatures only.

Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)

Minions: “Blackeye”, Fiendish Raven 4HD, 7 Int, SA: Empathic link, improved evasion, share saving throws, share spells, speak with blackguard.


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