Desmodu Bat, War (CR 5)

Huge Animal
Alignment: Always neutral
Initiative: +6 (Dex); Senses: blindsense 120 ft., Listen +12, and Spot +12


AC: 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Hit Dice: 10d8+50 (95 hp)
Fort +12, Ref +13, Will +9
Speed: 20 ft., fly 40 ft. (good)
Space: 15 ft./10 ft.
Base Attack +7; Grapple +22
Attack: Bite +12 melee
Full Attack: Bite +12 melee
Damage: Bite 2d6+10
Special Attacks/Actions:
Abilities: Str 25, Dex 22, Con 21, Int 2, Wis 14, Cha 7
Special Qualities: immunities
Feats: Alertness; Flyby Attack; Power Attack
Skills: Listen +12, Move Silently +11, and Spot +12
Advancement: 11-16 HD (Huge); 17-30 HD (Gargantuan)
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.

War bats seldom fight on their own unless attacked first or ordered into battle by their masters.

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 war bat receives a +4 racial bonus on Spot and Listen checks. These bonuses are lost if blindsight is negated.