Mutant BatCreature 5
Source Pathfinder #180: The Smoking Gun
Perception +16 (echolocation (precise) 40 feet, low-light vision)
Languages none
Skills Acrobatics +13, Athletics +13, Stealth +13
Str +5, Dex +2, Con +4, Int -4, Wis +4, Cha -2
AC 22; Fort +13; Reflex +12; Will +11;
HP 75
Speed 15 feet (fly 30 feet)
Fangs +14 (+9, +4) to hit 2d10+7 Slashing
Wing +14 (+10, +6) to hit (agile) 2d8+7 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Echolocation (Precise) 40 feetA bat can use its hearing as a precise sense at the listed range.
Wing ThrashTrigger An adjacent enemy damages the mutant bat
Effect The bat makes one or two wing Strikes - one against the triggering creature and one against another adjacent creature.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.