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Created By
Dracomortis (talk)
Date Created: February 25, 2009
Status: Complete
Editing: Please feel free to edit constructively!


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
Initiative +9 Senses Perception +8, darkvision
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 17, Will 15
Speed 2 (clumsy), fly 8
BasicMelee Bite (standard; at-will)
+8 vs. AC; 4 damage. If the dreadbat has combat advantage against the target, this attack deal an extra 2 damage.
Swoop (standard; at-will)
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.
Alignment Unaligned Languages
Skills Stealth +10
Str 8 (+0) Dex 18 (+5) Wis 14 (+3)
Con 13 (+2) Int 2 (–3) Cha 9 (+0)


Vampiric Dreadbat
Level 5 Minion Lurker
Small natural beast
XP 50
Initiative +10 Senses Perception +9, darkvision
HP 1; a missed attack never damages a minion.
AC 19; Fortitude 17, Reflex 18, Will 17
Speed 2 (clumsy), fly 8
BasicMelee Bite (standard; at-will)
+10 vs. AC; 5 damage, and bloodfeed recharges. If the vampiric dreadbat has combat advantage against the target, this attack deal an extra 2 damage.
Bloodfeed (immediate reaction, when first reduced to 0 hit points; starts uncharged; encounter)
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.
Alignment Unaligned Languages
Skills Stealth +10
Str 8 (+1) Dex 18 (+6) Wis 14 (+4)
Con 15 (+4) Int 2 (–2) Cha 9 (+1)

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 may 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
Initiative +9 Senses Perception +8, darkvision
HP 52; Bloodied 26
AC 18; Fortitude 16, Reflex 19, Will 15
Speed 2 (clumsy), fly 8
BasicMelee Blood Drain (standard; at-will)
+9 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). A dire bat deals an extra 2 damage against bloodied targets.
Blood Frenzy (while mounted by a friendly rider of 4th level or higher) ♦ Mount
The dire bat grants its rider a +2 bonus on damage rolls against bloodied targets.
Alignment Unaligned Languages
Str 15 (+4) Dex 21 (+7) Wis 12 (+3)
Con 12 (+3) Int 2 (-2) Cha 8 (+1)
Carrying Capacity 150 lb. (normal); 300 lb. (heavy); 750 lb. (push/drag)
Market Price 840 gp

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.

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 Bat
Level 12 Elite Skirmisher
Gargantuan shadow beast
XP 1,400
Initiative +14 Senses Perception +14, darkvision
HP 264; Bloodied 123
AC 26; Fortitude 24, Reflex 26, Will 23
Resist 30 necrotic
Saving Throws +2
Speed 4 (clumsy), fly 10
Action Points 1
BasicMelee Dark Bite (standard; at-will) ♦ Necrotic
Reach 3; +17 vs. AC; 2d6 + 10 damage, and ongoing 5 necrotic damage (save ends).
Close Necrotic Bloodspray (immediate reaction; when first bloodied) ♦ Necrotic
Close burst 3; +13 vs. Reflex; 4d8 + 10 necrotic damage, and the felldrinker bat's devour essence ability recharges.
Close Wail of Decay (standard; encounter) ♦ Necrotic, Thunder
Close blast 5; +13 vs. Reflex; 3d8 + 10 necrotic and thunder damage, and the target is weakened (save ends). First Failed Save: The target is also deafened (save ends).
Devour Essence (minor; starts uncharged; recharges when a target saves against dark bite)
The felldrinker bat gains 5 temporary hit points.
Alignment Evil Languages
Str 19 (+10) Dex 23 (+12) Wis 16 (+9)
Con 19 (+10) Int 12 (+7) Cha 14 (+8)


Felldrinker Young
Level 4 Brute
Small shadow beast
XP 175
Initiative +4 Senses Perception +3, darkvision
HP 66; Bloodied 33
AC 16; Fortitude 16, Reflex 16, Will 15
Resist 5 necrotic
Speed 1 (clumsy), fly 6
BasicMelee Dark Bite (standard; at-will) ♦ Necrotic
+9 vs. AC; 1d10 + 4 damage, and ongoing 2 necrotic damage (save ends).
Devour Essence (minor; starts uncharged; recharges when a target saves against dark bite)
The felldrinker young gains 2 temporary hit points.
Alignment Evil Languages
Str 16 (+5) Dex 15 (+4) Wis 12 (+3)
Con 16 (+5) Int 8 (+1) Cha 6 (+0)

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)

Level 12 Encounter (XP 3,500) — Felldrinker Mates

  • 2 felldrinker bats (level 12 elite skirmisher)
  • 4 felldrinker young (level 4 brute)



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