Monday, January 3, 2011

General Rules: Monsters - Bat, Gloom

Bat, Gloom (from Dungeon Crawl Classics #45: Malice of the Medusa)
Small Outsider (Extraplanar)

Hit Dice: 3d8+3 (16 hit points)
Initiative: +5
Speed: fly 60 feet (perfect)
Armor Class: 20 (+1 size, +1 dodge, +5 Dexterity, +3 natural); touch 17; flat-footed 14
BAB/Grapple: +3/+0
Attack: Bite +9 melee (1d6 + 1, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +9 melee (1d6 + 1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: -
Special Qualities: Cold resistance 10, darkvision 120 feet, fire resistance 10, immunities, outsider traits, shadowflight, shroud of darkness
Saves: Fortitude +4, Reflex +8, Will +4
Abilities: Str 12, Int 2, Wis 12, Dex 20, Con 12, Cha 7
Skills: Hide +19, Listen +11, Move Silently +15, Spot +11
Feats: Dodge, weapon Finesse
Environment: Any temperate, underground or the Realm of Shadows
Organization: Solitary or colony (5 - 8)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 Hit Dice (Medium)

Gloom bats are not really bats at all. Learned scholars know that gloom bats are native to the Realm of Shadows and only migrated to the Three Worlds when a nexus between the two was opened. Those few that exist in the Three Worlds exist deep underground or in dark, forgotten ruins.

Darkness is a component of their very flesh, seeping through them like wisps of black smoke. Shadows bend unnaturally to conceal them, wrapping around their bodies much as a bat might wrap itself with its wing while asleep. As a result, they are highly effective hunter, and can take sustenance from any living creature that can be killed.

Combat
Gloom bats are aggressive, striking before adversaries can even react. They prefer to fight in the darkness where they are at an advantage, so will attempt to lure opponents into shadowy recesses, caves, or other foreboding locales.

Immunities: Gloom bats are immune to acid, electricity, and poison.

Shadowflight (Su): Any time a gloom bat takes wing, it can move through the Realm of Shadows rather than through the plane they are on. This slows the creature's movement by half, but does not provoke attacks of opportunity. Passing through the Realm of Shadows allows the creature to pass through barriers and obstacles found in the other worlds. The gloom bat returns fully to the plane they are on at the end of each Move action.

Shroud of Darkness (Su): Gloom bats are surrounded by constantly rolling darkness. Any melee or ranged attack directed at it has a 20% miss chance unless the attacker can locate it by some means other than sight. True seeing allows the user to see the gloom bat's position and negates the shroud of darkness.

Outsider Traits: A gloom bat cannot be raised or resurrected.

Skills: Gloom bats have a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks.

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