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Spark BatCreature 2


NTinyAirElemental
Source Pathfinder Bestiary 2
Perception +7 (darkvision)
Languages none
Skills Acrobatics +9, Stealth +9
Str +0, Dex +3, Con +1, Int -4, Wis +1, Cha +0

AC 19; Fort +5; Reflex +11; Will +7;
HP 18
Speed 5 feet (fly 50 feet)
Immunities bleed, electricity, paralyzed, poison, sleep

Jaws One Action +11 (+7, +3) to hit (agile, finesse) 1d4+5 Electricity

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Arc Lightning (move, electricity, primal, transmutation)

The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions.


Spark bats congregate around volatile weather in the Plane of Air.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.