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Viper Bat

Strange creatures dwell in the lightless reaches of the Darklands. With its serpentine body, batlike wings and head, and glowing red eyes, it's hard to tell whether this creature is more bat or snake, and those who consider the viper bat a dumb beast are invariably shocked upon hearing its rasping voice. Though a viper bat's fur is naturally pale, it often appears nearly black as a result of the slick, rancid oil that oozes from the creature's flesh.

Viper bats gather in colonies where they eagerly share stories gathered from those they feed upon, for to be digested by a viper bat is to surrender your secrets to them. Scholars wonder if this eerie side effect points to some ancient link to a ghoul's ability to retain knowledge from the bodies of those they eat, though in the case of a viper bat, once a creature is dead, it can no longer transfer its memories to them. In fact, dead flesh is unpalatable to a viper bat—they crave only living bodies, regurgitating their food into deep crevasses that serve as middens once they can no longer absorb knowledge from a meal.

Recall Knowledge - Beast (Arcana, Nature): DC 25
Unspecific Lore: DC 23
Specific Lore: DC 20

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Viper BatCreature 6

Uncommon Huge Beast 
Source Pathfinder #214: The Broken Palace pg. 87
Perception +13; darkvision
Languages Aklo, Common, Necril, Sakvroth
Skills Acrobatics +12, Athletics +14, Deception +13, Occultism +15, Religion +13
Str +5, Dex +3, Con +4, Int +4, Wis +4, Cha +2
AC 22; Fort +15, Ref +10, Will +13
HP 95 (void healing); Immunities death effects, disease, paralyzed, poison; Resistances mental 5
Oily Coils A viper bat gains a +4 circumstance bonus on Escape checks and to its Fortitude DC against attempts to Grapple them.Stench (aura, olfactory) 30 feet, DC 14; Undead are immune to viper bat stench.
Speed 20 feet, fly 30 feet
Melee [one-action] jaws +16 [+11/+6] (reach 10 feet), Damage 2d8-2+8 piercing plus 1d6 poison and GrabRanged [one-action] spit poison +14 [+9/+4] (poison, range increment 20 feet), Damage 3d8-2 poisonDigest Mind (curse, incapacitation, mental, occult) Each time a swallowed creature begins their turn, they are affected by this horrific curse. If a creature escapes being swallowed whole before reaching stage 5, it recovers fully from this curse at the start of its next turn. Saving Throw DC 23 Will; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 and slowed 1 (1 round); Stage 3 stupefied 3 and slowed 1 (1 round); Stage 4 stupefied 3 and slowed 2 (1 round); Stage 5 the target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence, and Wisdom modifiers as –5; it loses all abilities that require mental faculties, including spellcasting (unlimited duration).Flick Oil [two-actions] (primal) The viper bat flicks its coils, spraying rancid black oil in a 30-foot cone. A creature in the area becomes clumsy 1 and sickened 1 for 1 minute if they fail a DC 23 Fortitude save (clumsy 2 and sickened 2 on a critical failure). The viper bat can't Flick Oil for 1d4 rounds.Swallow Whole [one-action] (attack) Medium, digest mind, Rupture 20

Sidebar - Additional Lore Friends To Undeath

Although living, viper bats have a strong affinity with undeath. They are healed by void energy and share many immunities with the undead. Ghouls and vampires have a particular fondness for viper bats, with the latter often feeding their viper bat allies living prisoners who refuse to give up their secrets, in hopes that the viper bat digests those hidden truths.