Beast of Malar, Bat Form (CR 11)
Medium Magical Beast (Shapechanger)
Alignment: Always chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., low-light vision, Listen +6, and Spot +6
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Hit Dice: 9d10+45 (94 hp); DR: 5/magic
Fort +11, Ref +8, Will +5
Speed: 10 ft., fly 30 ft. (clumsy)
Space: 5 ft./5 ft.
Base Attack +9; Grapple +12
Attack: Bite +13 melee
Full Attack: Bite +13 melee
Damage: Bite 1d6+4/19-20
Abilities: Str 17, Dex 15, Con 20, Int 10, Wis 15, Cha 17
Special Qualities: Shapeshifting, regeneration 6, fear immunity
Feats: Alertness; Combat Reflexes; Flyby Attack; Improved Critical (bite); Improved Initiative; Weapon Focus (bite)
Skills: Climb +6, Hide +5, Jump -6, Listen +6, Move Silently +5, Spot +6, Survival +0, and Swim +6
Climate/Terrain: Any land
Organization: Solitary, pair or pack (3-6)
The beast's bat form is a relatively poor fighter, but that does not prevent the beast from attempting to take down flying prey.
Shapeshifting (Su): Shifting between forms is a full-round action for the Beast of Malar; the shift becomes complete at the start of its subsequent action. Every time the beast shifts shape, it can heal up to its normal daily resting rate of damage, 8 points. Note that this allows the beast to heal even lethal damage that it cannot normally regenerate. Beasts of Malar frequently fail to take full advantage of this fact by fighting to the death instead of running off to recover and then attack again.
Regeneration (Ex): A Beast of Malar regenerates 6 points damage per round. Divine magic and blessed weapons inflict lethal damage on the Beast of Malar.
Skills: In all of its forms, the beast gains a +4 racial bonus on Listen and Spot checks. In panther form, the beast gains a +8 racial bonus on Hide, Jump, and Move Silently checks and +12 on Balance checks. In areas of tall grass or heavy undergrowth, the Hide bonus increases to +12.
Feats: In bat form, its bonus feats are Flyby Attack, Improved Critical (bite), and Weapon Focus (bite).
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.