Monday, January 3, 2011

General Rules: Monsters - Bat, Vampire

Bat (from Dragon Magazine #341)
Diminutive Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +2
Speed: 10 feet, fly 40 feet (good)
Armor Class: 16 (+4 size, +2 Dexterity); touch 16, flat-footed 14
BAB/Grapple: +0/-17
Attack: Bite +6 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (1d2-5 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Blindsense 20 feet, low-light vision
Saves: Fortitude +2, Reflex +4, Will +2
Abilities: Str 1, Int 2, Wis 14, Dex 15, Con 10, Cha 4
Skills: Hide +14, Listen +8 (+4 if it loses blindsense), Move Silently +6, Spot +8 (+4 if it loses blindsense)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Any land and underground
Organization: Swoop (2 - 12)
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -

These blood-drinking bats are the source of dark legend and superstition. They resemble normal bats except for their short, conical muzzles and long fangs best used for puncturing the skin of their prey. Vampire bats are somber natured.

Combat
Vampire bats hunt only when it is fully dark, feeding primarily on the blood of mammals (occasionally including humans) or birds. Once the vampire bat locates a host, such as a sleeping mammal, it lands and approaches it on the ground and then creates a small incision with its teeth to lap up blood from the wound.

Blindsense (Ex): A vampire bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Poison (Ex): A vampire bat's "venom" is actually its anesthetic and anticoagulant saliva. Their saliva prevents its target from feeling pain at the point of contact, even if it is taking hit point damage and increases bleeding at the point of injury. The vampire bat uses this saliva to prevent its victims from noticing its presence while it feeds. Bite, injury, Fortitude DC 11; initial damage anesthetic; secondary damage 1d2 Constitution. The save DC is Constitution-based.

Skills: A vampire bat has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Vampire Bats as Familiars
Vampire bats can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards.

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