Encased within glass, a tome of dark and light both darken and enlighten its enclosure. It swirls in space and time and around it dark and light forms flitter to and fro. Rising above the case of dark and light, you envision a chasm of red fire until it you rise too high and lose sight of it.
Tower Break - Captain Kreff Whallen
- Energy Bat; CR: ; XP: ; Align: ; Small animal
Init: +1; Senses: low-light vision; scent; Perception +1
DEFENSE: AC: 20; TAC: 14; FFAC: 16; HD: 8d8+40; HP: 90; Saves: For: +8, Ref: +7, Will: +1; SR: 12; DR: 5/adamantine ; Special: Divine Link
OFFENSE: Speed: 60 ft. fly 60ft. (good); Melee: bite +8/+3 (1d8+2); Space: 5 ft.; Reach: 5 ft.; Special Attacks:
Statistics: Str: 14; Dex: 18; Con: 20; Int: 10; Wis: 13; Cha: 16; BAB: +6; CMB: +8; CMD: 19
Feats (1):
Bonus Tricks (1):
Skills (16): Acrobatics (D)**+1, Climb (S)**+3, Escape Artist (D)+1, Fly (D)**+1, Intimidate (Ch)+3, Perception (W)**+1, Stealth (D)**+1, Survival (W)+1, Swim (S)**+3
Divine Link (Su): The animal companion will stay alive as long as its player companion is alive (shares HP). However, damage done to the animal companion past its hit point maximum is dealt to the player companion. If the player companion makes any saving throw, the animal takes no damage from spells or spell-like effects, otherwise it only takes half. If the animal is within 100 ft. of the player, it gets saves as the player with successes resulting in no damage and failures in half. Critical hits on the player will be shared (half-damage to each) with the animal companion as long as it does not exceed its maximum hit points. When the player is healed magically, the animal is healed as well and vice versa.
Languages: Common, Telepathy (1 mile)
Special Qualities: link, share spells