osric
osric| Frequency | Rare |
|---|---|
| Number appearing | 1d8 |
| Armor class | 2 to 10, see below |
| Move | 30-ft; 150-ft flying (AA:IV) |
| Hit dice | 4 to 6, see below |
| % in lair | 15% |
| Treasure type | In lair only: 1d12×1,000 cp (20%); 1d6×1,000 sp (30%); 1d4×1,000 ep (10%); 1d6 gems (25%); 1d3 jewellery (20%); any 2 magic (10%) |
| Damage per attack | 2d4 |
| Special attacks | See below |
| Special defenses | See below |
| Magic resistance | Standard |
| Intelligence | Low |
| Alignment | Neutral (evil) |
| Size | Medium |
The very large mobat is found in warm regions where a plentiful supply of warm-blooded prey is available. As their wingspan can run between 12 and 16-ft, they require a large landing area at the entrance to their cave. With nearly silent flight, they can surprise 50% of the time. They can also emit a terrifying shriek. If a saving throw vs paralysis is failed, the victims (all within a 20-ft radius) may only cover their ears and are thus rendered defenceless. In flight they have an AC of 2, while when grounded their AC becomes 10.
Special Abilities
Surprise — With nearly silent flight, they can surprise 50% of the time.
Terrifying Shriek — If a saving throw vs paralysis is failed, the victims (all within a 20-ft radius) may only cover their ears and are thus rendered defenceless.
Variable Armour Class — In flight they have an AC of 2, while when grounded their AC becomes 10.