Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Speed: 10 ft. (2 squares), fly 60 ft. (good)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +7 melee (1d6+3 plus disease)
Full Attack: Bite +7 melee (1d6+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bile, disease, festering wound
Special Qualities: Blindsense 20 ft., darkvision 60 ft.
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide +10*, Listen +18, Spot +13
Feats: Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary, pair, mess (3-5), or vomit (7-11)
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
You hear an odd, high-pitched thrill. Then, without warning, a sickly brown bat-like creature drops from above and spits forth a stream of acrid goo.
The bile myotis is a revolting bat-like creature. It is covered in a short, bristly fur that varies from dark brown to a sickly slime green. The majority of its hideous face is taken up by an enormous mouth full of two rows of needle-like teeth which constantly drips a mix of saliva and digestive acid. It reeks of an acrid smell that can only be described as vomit.
A bile myotis is so named both for its stench and for its disgusting method of attack . . . literally regurgitating the contents of its stomach in a deadly spray. It is the living incarnation of filth, spreading disease with both its bile and its powerful bite. Worse, wounds caused by a bile myotis fester and rot, resisting even magical healing.
Bile myotis are surprisingly intelligent. While they possess no known culture, they uphold a strict hierarchy. Every bile myotis yields to those stronger or older than it, ensuring that the most able lead and every individual knows its place within a group.
A bile myotis is about 5 feet long, though its wingspan is some 10 feet wide, and weighs about 85 pounds. It does not speak, though it understands Common.
A bile myotis prefers to attack from hiding, using its bile attack before swooping down and biting prey, then flying off and repeating the tactic until its opponent falls.
Bile (Ex): Once every 1d4 rounds, a bile myotis can forcefully eject its stomach acid in a 15-foot cone, dealing 2d6 points of acid damage to everything in the area. A DC 16 Reflex save halves the damage. A creature hit by the bile is also subjected to filth fever (see below). The save DC is Constitution-based and includes a +2 racial bonus.
Disease (Ex): Filth fever - bite or bile, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Festering Wound (Su): The damage a bile myotis deals with its bite causes a festering wound. An injured creature loses 1 additional hit point per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 14 Heal check, a cure spell, or a heal spell. A character attempting to cast a cure spell or a heal spell on a creature damaged by a bile myotis’ bite must succeed on a DC 14 caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.
Skills: A bile myotis has a +10 racial bonus on Listen and Spot checks.
* A bile myotis’ mottled coat gives it a +8 racial bonus on Hide checks in areas with dead or dying vegetation.