Zombie Giant BatCreature 2
Source Pathfinder Adventure Path: Hellbreakers
Perception +5 (darkvision)
Languages none
Skills Acrobatics +4, Athletics +8
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -2
AC 15; Fort +9; Reflex +4; Will +6;
HP 70 (void healing)
Speed 20 feet (fly 20 feet)
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Slashing 10, Vitality 10
Fangs
+10 (+5, +0) to hit 1d6+4 PiercingRotting Wing
+10 (+6, +2) to hit (agile) 1d4+4 SlashingSlow
A zombie is permanently Slowed 1 and can't use reactions.
Clumsy FlierWhile a zombie giant bat can fly, its wings are barely able to keep it aloft. If it's airborne when it takes a critical hit or any amount of slashing damage, it falls and it can't Fly on its next turn.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Rotting Aura (aura, disease, void)10 feet. The zombie giant bat emits an aura of rot and disease that cause wounds to fester. Any living creature that starts its turn within the aura and isn't at full Hit Points takes 1d6 void damage.
While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.
A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
ZombieThese undead are mindless rotting corpses that hunger for living flesh.