Small Elemental (Fire)
Hit Dice: 6d8-6 (21 hp)
Speed: 10 ft., fly 50 ft. (good)
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Attacks: Bite +8 melee
Damage: Bite 1d6-1 plus 1d6 fire
Face/Reach: 5 ft. /5 ft.
Special Attacks: Attach, Burn, Devour
Special Qualities: Blindsense 120 Ft., Elemental Traits, Fire Subtype, Regeneration 5
Saves: Fort +1, Ref +8, Will +0
Abilities: Str 8, Dex 17, Con 8, Int 6, Wis 7, Cha 5
Skills: Hide +10, Listen +5, Spot +5
Feats: Dodge, Flyby Attack, Weapon Finesse
Climate/Terrain: Elemental Plane of Fire or volcanoes
Organization: Solitary or swarm (11-20)
Challenge Rating: 3
Alignment: Always neutral evil
Advancement: 7-12 HD (Small); 13-18 HD (Medium-size)
Level Adjustment: -
Fire bats are native to the Elemental Plane of Fire, but unlike fire elementals, they are not composed solely of elemental material. They can fly through the flames and magma of the Elemental Plane of Fire as easily as normal bats fly through the air. They propel themselves by expelling heated gases from tubes within their bodies, flapping their wings only to steer during flight.
A fire bat cannot enter water or any other non-flammable liquid. A body of water is an impassable barrier unless the fire bat can step, jump or fly over it.
Fire bats feed on living creatures, attaching to targets and devouring flesh until they are sated. A sated fire bat has a 25% chance of splitting into two hungry fire bats during the next 24 hours.
A fire bat’s body is about 2 feet long, and its wingspan is about 4 feet. The creature burns continuously with an unbearably hot, red flame, which makes it look larger than it really is. Until it is slain and its body cools, it’s impossible to tell that it is not just swirling fire in the shape of a large bat.
Fire elementals get along well with fire bats, but salamanders, efreet, and most other creatures of fire prey on them. Such a check on their population is vital, since they not only regenerate but also multiply very quickly, where food is plentiful. Without natural predators, they could overrun the entire Elemental Plane of Fire within weeks.
In Combat, fire bats display a level of cunning that belies their limited intelligence, dividing their attacks evenly among all the possible targets. Once a fire bat is sated (see devour, below), it breaks off and leaves the fight. When one-fourth of the swarm is sated or slain, all the remaining fire bats break off and flee, only to shadow their prey and attack again when the time is right. They repeat this pattern until the whole swarm has fed.
Attach (Ex): If a fire bat hits with its bite attack, it latches onto the opponent’s body. An attached fire bat is effectively grappling its prey. The fire bat loses its Dexterity bonus to AC (giving it an AC of 13) but holds on with great tenacity, dealing 1d6 points of fire damage each round it remains attached. An attached fire bat can be struck with a weapon or grappled itself. To remove an attached fire bat through grappling, the opponent must achieve a pin (see Grapple in Chapter 8 of the Player’s Handbook) against the fire bat. Each grapple attempt subjects the opponent to the fire bat’s burn attack.
Burn (Ex): Any creature that is hit by a fire bat’s bite attack (or that hits the fire bat with a natural weapon or an unarmed attack) must succeed at a Reflex save (DC 12) or catch fire (see Catching on Fire in Chapter 3 of the Dungeon Master’s Guide). The fire burns for 1d4 rounds. Immersing a fire bat in at least 10 gallons of water extinguishes its flames and prevents it from flying but does not otherwise harm the creature. The fire bat’s flames reignite after 10 rounds.
Devour (Ex): Once it is attached, a fire bat devours the opponent’s flesh, automatically dealing 1d6-1 points of bite damage and 1d6 points of fire damage each round it remains attached. After dealing 6 points of damage, the fire bat is sated; on the next round it detaches and flies away to digest the meal.
Blindsense (Ex): A fire bat emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 120 feet. The fire bat usually does not need to make Spot or Listen checks to notice creatures within range of its blindsense. A silence spell negates this ability and forces the fire bat to rely on its weak vision (which has a maximum range of 10 feet).
Elemental Traits (Ex): A fire bat is immune to poison, sleep, paralysis, and stunning. It is not subject to critical hits or flanking, and it cannot be raised or resurrected. The creature also has darkvision (60-foot range).
Regeneration (Ex): Cold attacks deal normal damage to a fire bat.
Skills: A fire bat receives a +4 racial bonus on Spot and Listen checks. *These bonuses are lost if its blindsense is negated.