Bat, Mobat (CR 3)1
Large magical beast
Init 12; Senses blindsense, low-light vision; Notice 16
AC 15, flat-footed 13
(+2 Dex, +4 natural, –1 size)
HP 34 (4d10+12)
Fort +7, Ref +6, Will +2
Speed 20 ft., fly 40 ft.
Melee bite +6 (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks screech
Str 17, Dex 15, Con 16, Int 6, Wis 13, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Fast Flight, Skill Focus (Stealth)
Skills Acrobatics +9, Perception +8
Languages Undercommon (cannot speak)
Environment forests, hills, underground
Organization solitary or colony (2–8)
Treasure incidental
Special Abilities
Screech (Su; sonic; Con) Once per day as a standard action, a mobat can produce an ear-splitting screech that stuns non-mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other mobats and urdefhans are immune to this effect.

Mobats are magical giant bats with wolfish grins and immense wingspans. Survivors of a lost era, they are rarely seen beyond the dark forests and deep caves they haunt. Although mobats are omnivores, they vastly prefer the flavor of fresh meat over that of other prey.

Mobat’s fur varies in coloration, from deep auburn to almost black, and their skin is black. A mobat’s wingspan is 15 feet across, and it weighs 250 pounds.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.