Mobat (CR 3)
Large Magical Beast
Alignment: Usually neutral (evil tendenci
Initiative: +6 (Dex); Senses: blindsense 120 ft., Listen +9*, and Spot +9*
AC: 18 (-1 size, +6 Dex, +3 natural), touch 15, flat-footed 12
Hit Dice: 4d10+12 (34 hp)
Fort +7, Ref +10, Will +3
Speed: 20 ft., fly 40 ft. (good)
Space: 10 ft./5 ft.
Base Attack +4; Grapple +11
Attack: Bite +9 melee
Full Attack: Bite +9 melee
Damage: Bite 1d8+4
Special Attacks/Actions: Sonic screech
Abilities: Str 17, Dex 22, Con 17, Int 6, Wis 14, Cha 6
Feats: Flyby Attack, Weapon Finesse
Skills: Listen +9*, Move Silently +8, and Spot +9*
Advancement: 5-9 (Large); 10-12 HD (Huge)
Climate/Terrain: Warm forests and hills
Organization: Solitary or colony (2-8)
Sonic Screech (Su): A mobat can blast an ear-splitting screech that affects all within a 20-foot spread. The screech stuns any creature in the area for 1d3 rounds if it fails a DC 15 Will save. This is a sonic-mind affecting effect. Whether or not the save succeeds an affected creature is immune to the same mobat's screech for one day. The save DC is Constitution-based.
Blindsense (Ex): Mobats use echolocation to pinpoint creatures within 120 feet. Opponents still have total concealment against the mobat unless it can actually see them.
Skills: Mobats have a +4 racial bonus on Listen and Spot checks. *These bonuses are lost if blindsense is negated.
A mobat attacks by biting its opponent using its razor sharp fangs.
Surviving prey is subjected to the mobat's sonic screech attack.
Credit: The Mobat originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983).