Sporebat

Medium Plant
Hit Dice: 15d8+30 (97 hp)
Initiative: +9
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple: +11/+13
Attack: Claw +13 melee (1d4+2)
Full Attack: 2 claws +13 melee (1d4+2) and tail rake +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enervation ray
Special Qualities: Camouflage, immunity to fire, plant traits, silent
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 14, Dex 21, Con 15, Int 8, Wis 11, Cha 4
Skills: Listen +2, Spot +20
Feats: Alertness, Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack
Environment: Temperate hills and plains
Organization: Clutch (3–18)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 16–21 HD (Medium-size); 22–45 HD (Large) ♊
Level Adjustment: —

The fungoid predators known as sporebats soar silently through night skies in search of warmblooded creatures to feast upon. They are strict carnivores with a preference for mammals and birds.

A sporebat appears as a dark gray bat made up of a spongy material. A large, lidless orange eye gazes out from the center of the creature’s body. The creature is 3 feet high with a wingspan of nearly 8 feet. Its two legs and tail end in viciously hooked claws, which it uses to rip apart prey.

Sporebats speak their own language, which is unintelligible to all other listeners.

Combat

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.

Enervation Ray (Su): A sporebat can fire a brown enervation ray every other round at 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 it total concealment (50% miss chance). Artificial illumination, or any light spell, negates this ability.

Silent (Ex): Sporebats move in absolute silence and make no noise.

Source: Fiend Folio, page 161. Changes applied as per the D&D® v.3.5 Accessory Update. Under the Camoflage description, nine-tenths concealment was changed to total concealment.