Desmodu Bat, Hunting (CR 3)

Medium Animal
Alignment: Always neutral
Initiative: +7 (Dex); Senses: blindsense 120 ft., scent, Listen +13*, and Spot +13


AC: 20 (+7 Dex, +3 natural), touch 17, flat-footed 13
Hit Dice: 4d8+4 (22 hp)
Fort +5, Ref +11, Will +4
Speed: 20 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Bite +10 melee
Full Attack: Bite +10 melee
Damage: Bite 1d6+3
Special Attacks/Actions: Trip
Abilities: Str 15, Dex 24, Con 13, Int 2, Wis 16, Cha 7
Special Qualities: immunities
Feats: Dodge; Weapon Finesse
Skills: Hide +12, Listen +13*, Move Silently +9, and Spot +13
Advancement: 5-12 HD (Large)
Climate/Terrain: Underground
Organization: Solitary or colony (5-8)
Treasure: None

Source: Monster Manual II

Combat

Like other bats, these creatures fight on the wing, swooping down to bite their foes.

When a hunting bat swoops down on its prey, it first attempts to trip its opponent. Whether or not this tactic succeeds, the bat follows up the attempt with bite attacks. The bat then picks up any prey that it has downed in its jaws and returns with it to its master.

Trip (Ex): A hunting bat that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the bat.

Scent (Ex): A hunting bat can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Blindsight (Ex): A 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 bat usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a range of 10 feet.

Immunities: The bats the desmodus breed are immune to the despair and stunning screech abilities of desmodus.

Skills: A hunting bat receives a +4 racial bonus on Hide checks. It also receives a +8 racial bonus on Spot and Listen checks. These latter two bonuses are lost if its blindsight is negated.