Bat (4e Creature)

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Monstrous varieties of bats usually behave much like their smaller cousins. They are primarily nocturnal predators that prey almost exclusively on creatures smaller than themselves, and only a few varieties are any real threat to humanoid creatures.

Dreadbat

Dreadbats are so named more for their fearsome appearance than for their behavior - they are innocuous creatures that feed primarily on fruit and small insects. They are stealthy predators, and are sometimes used by natives of the Underdark for hunting and scouting in the same manner that a surface dweller might use a hawk. A certain subspecies is known to feed on the blood of other creatures, but these vampiric dreadbats still pose little threat to most humanoids: they prefer much larger prey like cattle or giants. Vampiric dreadbats store this blood in special sacks throughout their bodies, and can draw on it to quickly clot wounds or counteract the effects of blood loss. This effect is only temporary, however, as the bat otherwise possesses no special ability to heal itself.

Dreadbat
Level 3 Minion Lurker
Small natural beast
XP 37
HP 1; a missed attack never damages a minion. Initiative +9
AC 17; Fortitude 15, Reflex 17, Will 15 Perception +8
Speed 2 (clumsy), fly 8 Darkvision
Standard Actions
Basicmelee.png Bite ♦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 4 damage. If the dreadbat has combat advantage against the target, this attack deals 6 damage.
Swoop ♦ At-Will
Effect: The dreadbat moves up to its speed and grabs an unattended object weighing no more than 10 pounds. A trained dreadbat can be commanded by an ally to drop a grabbed item as a minor action.
Skills Stealth +10
Str 8 (+0) Dex 18 (+5) Wis 14 (+3)
Con 13 (+2) Int 2 (–3) Cha 9 (+0)
Alignment Unaligned Languages
Equipment
Vampiric Dreadbat
Level 5 Minion Lurker
Small natural beast
XP 50
HP 1; a missed attack never damages a minion. Initiative +10
AC 19; Fortitude 17, Reflex 18, Will 17 Perception +9
Speed 2 (clumsy), fly 8 Darkvision
Standard Actions
Basicmelee.png Bite ♦ At-Will
Attack: Melee 1 (one creatire); +10 vs. AC
Hit: 5 damage, and bloodfeed recharges. If the vampiric dreadbat has combat advantage against the target, this attack deals 7 damage.
Triggered Actions
Bloodfeed ♦ Encounter
Trigger: When first reduced to 0 hit points after hitting a living creature with bite.
Effect: The vampiric dreadbat takes no damage from the attack. Instead, it is considered bloodied until the end of its next turn, at which point it dies. If the vampiric dreadbat takes damage from another source before the end of its next turn, it dies immediately.
Skills Stealth +10
Str 8 (+1) Dex 18 (+6) Wis 14 (+4)
Con 15 (+4) Int 2 (–2) Cha 9 (+1)
Alignment Unaligned Languages
Equipment

Dreadbat Tactics

Both varieties of dreadbats utilize the same basic tactics: they swoop down on their prey from above, bite the target, and then retreat back into the air. They have been witnessed chasing the same creature for an hour or more, repeatedly biting it until the victim eventually tired and collapsed. Vampiric dreadbats will also feed parasitically on large, slow-moving creatures, and many sometimes be found attached to them.

Dreadbat Lore

A character knows the following information with a successful Nature check.

DC 15: Dreadbats are large bats native to the Underdark. They are used to hunt, scout, and even deliver messages by sentient races.
DC 20: A subspecies known as the vampiric dreadbat feeds on the blood of living creatures. These bats can sometimes survive what would otherwise be fatal blows.

Dire Bat

One of the more predatory varieties of bats, dire bats feed primarily by drinking the blood of other creatures but can also consume flesh and carrion when food is scarce. It is not uncommon for them to roost in groups containing dozens of individuals and have been known to be very protective of their lairs, which can make them dangerous if disturbed, but they do not otherwise attack humanoids with any degree of frequency.

Dire Bat
Level 4 Skirmisher
Large natural beast (mount)
XP 175
HP 52; Bloodied 26 Initiative +6
AC 18; Fortitude 16, Reflex 18, Will 15 Perception +8
Speed 2 (clumsy), fly 8 Darkvision
Traits
Blood Frenzy
If the dire bat's rider is 4th level or higher, they gain a +2 bonus to damage rolls against bloodied targets.
Standard Actions
Basicmelee.png Blood Drain ♦ At-Will
Attack: Melee 2 (one creature); +9 vs. AC
Hit: 1d6 + 4 damage, or 1d6 + 6 damage against bloodied targets. In addition, the target suffers ongoing 5 damage (save ends).
Skills
Str 15 (+4) Dex 21 (+7) Wis 12 (+3)
Con 12 (+3) Int 2 (-2) Cha 8 (+1)
Alignment Unaligned Languages
Equipment

Dire Bat Tactics

Dire bats swoop in on their intended target and use their blood drain ability. Though not particularly concerned with stealth, their ability to see in the dark, combined with their nocturnal hunting schedule, often allows them to catch prey by surprise. If a target proves too troublesome to feed of off, they'll flee rather than continue the assault, unless food is scarce — a starving dire bat will fight to the death.

Dire Bat Lore

A character knows the following information with a successful Nature check.

DC 15: Dire bats are like ordinary vampire bats, except for their extraordinary size. They don't usually attack humanoids except when food is scarce, but might do so if startled or if their lairs are endangered.

Dire Bats as Mounts

Dire bats are a fairly common choice of mount in subterranean environments, especially by natives of the Underdark: they are the exclusive aerial mount of the drow. Surface-dwellers sometimes ride them as well, particularly if they prefer to ride at night, where the bat's vision is most likely better than that of its rider.

  • Carrying Capacity 150 lb. (normal); 300 lb. (heavy); 750 lb. (push/drag)
  • Market Price 840 gp

Felldrinker Bat

Massive, ebony bats native to the Shadowfell, felldrinkers are revolting creatures that feed on decay and corruption. Though they prefer areas cloaked in darkness, they will hunt openly even during the day and can pursue prey for hundreds of miles. They are typically solitary creatures, seeking others of their kind only during the brief mating season every decade or so, and will kill each other on sight. Even their young are at risk of being eaten during the two months they remain with their parents, with only one or two individuals from a brood of twenty living until maturity. They can sometimes be found roosting amongst more mundane varieties of bats that serve as a ready source of food if the felldrinker can find nothing else to prey on, and have been known to accompany other foul creatures for short periods of time, though the felldrinker usually consumes its "partners" after their alliance is ended. Though possessed of human-like intelligence, felldrinkers are instinctual creatures and rarely think of anything besides how to achieve their next meal — a felldrinker that overcomes these primal urges would be a formidable foe indeed.

Felldrinker Young
Level 4 Brute
Small shadow beast
XP 175
HP 66; Bloodied 33 Initiative +4
AC 16; Fortitude 16, Reflex 16, Will 15 Perception +3
Speed 1 (clumsy), fly 6 Darkvision
Resist 5 necrotic
Standard Actions
Basicmelee.png Dark Bite ♦ At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d10 + 4 damage, and ongoing 2 necrotic damage (save ends).
Minor Actions
Devour Essence ♦ Recharges when a target saves against dark bite
Effect: If the felldrinker young has hit a living creature with dark bite this encounter, it gains 2 temporary hit points.
Skills
Str 16 (+5) Dex 15 (+4) Wis 12 (+3)
Con 16 (+5) Int 8 (+1) Cha 6 (+0)
Alignment Evil Languages
Equipment
Felldrinker Bat
Level 12 Elite Skirmisher
Gargantuan shadow beast
XP 1,400
HP 264; Bloodied 123 Initiative +14
AC 28; Fortitude 26, Reflex 28, Will 23 Perception +14
Speed 4 (clumsy), fly 10 Darkvision
Resist 30 necrotic
Saving Throws +2; Action Points 1
Standard Actions
Basicmelee.png Dark Bite ♦ At-Will
Attack: Melee 3 (one creature); +17 vs. AC
Hit: 2d6 + 5 damage, and ongoing 5 necrotic damage (save ends).
Close.png Wail of Decay ♦ Encounter
Attack: Close blast 5; +15 vs. Reflex
Hit: 3d8 + 5 necrotic and thunder damage, and the target is weakened (save ends). First Failed Save: The target is also deafened (save ends).
Minor Actions
Devour Essence ♦ Recharges when a target saves against dark bite
Effect: If the felldrinker bat has hit a living creature with dark bite this encounter, it gains 5 temporary hit points.
Triggered Actions
Close.png Necrotic Bloodspray
Attack: (Immediate reaction); Close burst 3 (all creatures in burst); +15 vs. Reflex
Trigger: this creature is bloodied
Hit: 4d8 + 5 necrotic damage.
Skills
Str 19 (+10) Dex 23 (+12) Wis 16 (+9)
Con 19 (+10) Int 12 (+7) Cha 14 (+8)
Alignment Evil Languages
Equipment

Felldrinker Bat Tactics

A felldrinker will use its dark bite against every target in combat and then fly off, letting its necrotic saliva soften the foes' defenses. It will then use devour essence before returning to the fray, usually unleashing its wail of decay as soon as it is in range. It isn't above using hit-and-run tactics against foes more powerful than itself, particularly if it has already been bloodied and used its necrotic bloodspray ability.

Felldrinker Bat Lore

A character knows the following information with a successful Arcana check.

DC 20: Felldrinkers are evil bats native to the Shadowfell. They feed on decay, usually caused by its own bite.
DC 25: A single felldrinker bat can pursue prey for days, harrying it with hit-and-run tactics until the foe finally succumbs to its wounds.

Encounter Groups

Different varieties of bats are often found in close proximity to one another — bats typically stay in their caves only during the day while they sleep, so there's very little need for competition over a roost. Sleeping together also offers every individual greater protection, and the entire roost will usually attack any and every non-bat that enters.

Level 7 Encounter (XP 1,575) — Dire Bat Roost

  • 9 dire bats (level 4 skirmisher)

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