Magical Beast (Cold)
1d10+2 (8 hp)
+5 (+5 Dex)
5 ft.; fly 50 ft. (good)
16 (+5 Dex, +1 size)
Bite +2 melee
Bite +2 melee
Bite 1d3 and numb
5 ft. by 5 ft./ 5 ft.
Blindsight, Cold Subtype, Sonic
Fortitude +4, Reflex +7, Willpower
Strength 10; Dexterity 20; Constitution 14; Intelligence 3; Wisdom
4; Charisma 5
Hide +8; Listen +9
any Arctic or Sub-Arctic
Usually Neutral Evil
Similar in appearance to other normal bats, the Ice
Bat is a large off-white colored representative of the species.
The Ice Bat has a supernatural connection to the Icepyre, which
controls the actions of most Ice Bats. They are found grouped in
the caves of the Icepyres. If an Icepyre is killed, surviving Ice
Bats search for a new master. They have no ability to resist the
commands of their Icepyre masters.
Ice Bats distract and harass creatures that the Icepyres are hunting. They will bite to try and numb and stun the
prey as their master moves in for the kill. They will screech if
ordered or to escape should their master be killed.
Cold Subtype: Cold immunity, double damage
from fire except on a successful save.
Numb (Ex): Every time the Ice Bat successfully
bites an opponent, the target must make a Fortitude saving throw
at DC 13. If the save is successful, nothing happens. If the
save fails, the target takes one point of Dexterity damage.
Screech (Ex): Once per minute, the Ice Bat may
screech as an attack. Anyone within 15 feet of the Ice bat must
make a Fortitude saving throw at DC 15 of be deafened for five
Skills: The Ice Bats receive a +8 bonus to all
Listen skill checks.
Sonic Vulnerability: Whenever the Ice Bat is
the target of a sonic-based attack, it receives a –4 penalty to
its saving throw.