Sporebat (CR 10)
Alignment: Always neutral
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: Listen +2 and Spot +20
AC: 15 (+5 Dex), touch 15, flat-footed 10
Hit Dice: 15d8+30 (97 hp)
Fort +11, Ref +10, Will +5
Speed: 5 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +11; Grapple +13
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and tail rake +8 melee
Damage: Claw 1d4+2, tail rake 1d4+1
Special Attacks/Actions: Enervation ray
Abilities: Str 14, Dex 21, Con 15, Int 8, Wis 11, Cha 4
Special Qualities: Camouflage, fire immunity, plant traits, silent
Feats: Alertness; Cleave; Flyby Attack; Hover; Improved Initiative; Power Attack
Skills: Listen +2 and Spot +20
Advancement: 16-21 RD (Medium-size); 22-45 RD (Large)
Climate/Terrain: Temperate hills and plains
Organization: Clutch (3-18)
Enervation Ray (Su): A sporebat can fire a brown enervation ray every other round an any target within 150 feet. Its effect is as an enervation spell cast by a 12th-level sorcerer.
Camouflage (Ex): During any condition of illumination other than daylight a sporebat can disappear into shadows giving in nine-tenths concealment (40% miss chance). Artificial illumination, or any light spell, negates this ability.
Plant Traits (Ex): A sporebat is immune to poison, sleep, paralysis, stunning, and polymorphing. In is not subject to critical hits or mind-affecting effects. A sporebat also has low-light vision.
Silent (Ex): Sporebans move in absolute silence and make no noise.
Sporebats use their silent and camouflage abilities to fly over prey unnoticed. These fungus creatures then rain down enervation rays on their unsuspecting opponents. When their prey has been sufficiently and obviously weakened, the sporebats swoop down to attack with their claws and tail. Sporebats work together when hunting, focusing their efforts on clearly dangerous threats. An extremely ravenous sporebat ignores its own safety to claw foes between ray attacks.
A sporebat can be summoned using a summon nature's ally VIII spell.