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Crobat (3.5e Monster)

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Adopted By
Quantumboost (talk)
Original Creator: FrankTrollman
Date Adopted: 3/14/2010
Status: Complete
Editing: Spelling and Grammar only


Crobat
Size/Type: Medium Magical Beast
Hit Dice: 14d10 (77 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 5 ft., fly 120 ft. (perfect)
Armor Class: 20 (+5 Dex, +2 insight, +3 deflection), touch 20, flat-footed 13
Base Attack/Grapple: +14/+15
Attack: Bite +8 melee (1d4-1 plus Leech Life)
Full Attack: Bite +8 melee (1d4-1 plus Leech Life)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leech Life, Supersonic Cry
Special Qualities: Blindsight 120 ft., Sonar, Breathless, Damage Reduction 10/silver and magic, Haze
Saves: Fort +9, Ref +14, Will +6
Abilities: Str 12, Dex 21, Con 10, Int 11, Wis 14, Cha 17
Skills: Listen +30, Move Silently +11, Tumble +11, Hide +11
Feats: Weapon Finesse, Flyby Attack, Ability Focus (Supersonic Cry), Improved Initiative, Combat ExpertiseB, Skill Focus (Listen)
Environment: Underground
Organization: Solitary or Swarm (100+ Zubats plus 1-20 Golbats and Crobats)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually Neutral
Advancement: 15-20 HD (Medium), 21-28 HD (Large)
Level Adjustment:


When a Golbat is incredibly happy and sufficiently powerful (which is left up to the DM, but requires that its alignment match its Trainer's), it may evolve into a Crobat. Its feet transform into a second pair of wings, and its mouth shrinks to fit into its head. Its ability to maneuver in the air is now almost unmatched.

Combat Edit

Sonar (Ex): A Crobat automatically detects any corporeal creature within 120 ft., and can target any creature that does not successfully Move Silently in its presence as if it could see them. Crobats receive a +8 racial bonus to Listen checks.

Breathless (Ex): Crobats have no nose and do not breathe. A Crobat cannot sense any smell, regardless of how strong it is. A Crobat is also immune to any inhaled poison and never needs to breathe.

Leech Life (Su): A Crobat's bite inflicts 2d8 points of negative energy damage on any living creature. The Crobat also heals an equal amount of damage. If the Crobat would heal more hit points than it currently has damage, it gains the difference as temporary hit points which last one hour.

Supersonic Cry (Sp): A Crobat can modulate its ultrasonic emissions to the point where they are maddening and distracting. The Crobat can affect every creature within 120 ft., if any creature within range can hear it must make two saves, one Will, and one Fort (Both DC 10 + 1/2 HD + Charisma bonus). If the creature fails the Will save it is stunned for 1d4 rounds, if it fails the Fort save it is deafened for 1d4 minutes. A creature which fails both saves is both stunned and deafened.

The sample Crobat has a save DC of 22 for Supersonic Cry.

Haze (Su): A Crobat is protected by a magical forcefield of happiness. A Crobat receives a deflection bonus to its AC equal to its Charisma modifier, and an insight bonus to AC equal to its Wisdom modifier. Crobats are also considered to be in 25% concealment at all times (10% miss chance).


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