This bat is made out of steel with red glowing eyes seeking nourishment from another victim. What it lacks in speed, it makes up with defense.
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.
Steel Bat (CR 8)
XP 4,800
NE Large Divine / Unholy Magical Beast (Avian, [holy/shadow])
Init +7; Senses Blindsense 60 ft., [darkvision +60 ft./darkvision 120 ft. and see in darkness], low-light vision; Perception +15
DEFENSE
AC 21, touch 13; flat-footed 17 (+3 Dex, -1 size, +1 dodge, +8 natural)
hp 100 (9d10+54)
Fort +11, Ref +11, Will +6
DR 5/-
[Defensive Abilities Dark Energy Resistance/Holy Energy Resistance]
Immune Blind status effect;
Resist Wind 5, [holy 15/shadow 15]
[Weakness shadow/holy]
OFFENSE
Speed 20 ft. [30ft], Fly 50 ft. [60ft] (poor)
Melee Bite +14 (2d6+6 [+1d10 holy/shadow]), and Tail Lash +9 (1d6+3 [+1d10 holy/shadow])
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Critical Attack, Leech, Shriek
STATISTICS
Str 22, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Toughness
Skills Escape Artist +9, Fly +9, Perception +15, Stealth +10; Racial Modifiers Perception +4
SQ [Holy Body/Unholy Body]
SPECIAL ABILITIES
Critical Attack (Ex)
Once every 1d2 rounds as a standard action, the blood bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 2d6+6 x 1.5 for total damage.
Leech (Su)
3/day, a steel bat can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 17) or take 2d6 points of shadow damage and the steel bat is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Screech (Ex)
3/day, as a standard action, a steel bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst, every 1d4 rounds. All creatures within the area must make a DC 19 Fortitude save or be stunned for 1d4 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Shriek (Ex)
A steel bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the steel bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the duration of the effect. A creature that successfully saves is immune to the same steel bat’s shriek for 24 hours. The save DC is Constitution-based.
Divine – Holy Body (Su)
A divine creature gains double the normal amount of healing from positive energy. Thus, if a cure spell would normally restore 7 hit points, the divine creature would instead regain 14 hit points.
Divine – Dark Energy Resistance (Su)
When a divine creature is struck by an attack using shadow energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the divine creature may make a level check (1d20 + 9) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the dark energy attack is canceled out in a bright flash. If the dark energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of holy damage.
Unholy – Unholy Body (Su)
An unholy creature gains double the normal amount of healing from draining effects. Thus, a drain or syphon spell would heal an unholy creature twice as much.
Unholy – Holy Energy Resistance (Su)
When an unholy creature is struck by an attack using holy energy or cure spells, the unholy creature may make a level check (1d20 + 9) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds, the holy energy attack is canceled out in a bright flash. If the holy energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of shadow damage.