Fire Bat
Dungeons & Dragons · Tabletop · Fire elemental, bat
- Tier
- 9-B, up to 9-A
- Attack Potency
- Wall Level, up to Small Building Level
- Speed
- Subsonic
- Durability
- Wall Level, up to Small Building Level
Powers and abilities
- Superhuman Physical Characteristics
- Heat Manipulation (Shown here)
- Natural Weaponry (Shown here)
- Flight (Shown here)
- Enhanced Senses (Have sonar abilities and heat vision)
- Resurrection
- Immortality (Type 4 and 9; After death they're reborn in the Elemental Realm of Fire and as an elemental an it can be hit only by +2 magical weapons and above which means it exists on at least three planes. Type 4 is none battle applicable)
- Stealth Mastery (Shown here)
- Martial Arts (Via Weapon Finesses feat)
- Regeneration (Low-Mid; Should be able to heal from wounds on that level)
- Non-Physical Interaction (Magic can affect abstract, incorporeal, intangible, conceptual, or nonexistent beings)
- Self-Sustenance (Type 1; Due to being native in the Elemental Plane of Fire they should be able to live without air)
- Resistance to Heat Manipulation (Can swim through lava and magma)
- Status Effect Inducement (Immune to Paralysis and Stunning)
- Sleep Manipulation (Can't be put to sleep)
- Pressure Points (Can't be hit critically, i.e in weak spots)
- Extreme Resistance to Poison Manipulation (Shown here)
Weaknesses
Are afraid of water and if enough is poured on them they can't fly or use their other heat abilities also if they're drenched and are killed there's a 75% chance they'll be perpetually dead. Spells such as Normal Fires, Dispel Evil, Dispel Magic or Protection From Flames cast on them will prevent them from reincarnating
Ranked tied for #130 of 704 in Dungeons & Dragons by strength.
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