Bat
Nocturnal, flying mammals that roost in caves or ruins.
- Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
Contents
[hide]Giant Bat
Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).
Armour Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d4) |
THAC0 | 18 [+1] |
Movement | 30’ (10’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d10 (1d10) |
Treasure Type | None |
- Echolocation: See main entry.
Giant Vampire Bat
Armour Class | 6 [13] |
---|---|
Hit Dice | 2 (9hp) |
Attacks | 1 × bite (1d4 + unconsciousness) |
THAC0 | 18 [+1] |
Movement | 30’ (10’) / 180’ (60’) flying |
Saving Throws | D12 W13 P14 B15 S16 (1) |
Morale | 8 |
Alignment | Neutral |
XP | 20 |
Number Appearing | 1d10 (1d10) |
Treasure Type | None |
- Echolocation: See main entry.
- Unconsciousness: For 1d10 rounds (save versus paralysis).
- Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save versus spells).
Normal Bat
Armour Class | 6 [13] |
---|---|
Hit Dice | 1hp |
Attacks | 1 × swarm (confusion) |
THAC0 | 20 [-1] |
Movement | 9’ (3’) / 120’ (40’) flying |
Saving Throws | D14 W15 P16 B17 S18 (NH) |
Morale | 6 |
Alignment | Neutral |
XP | 5 |
Number Appearing | 1d100 (1d100) |
Treasure Type | None |
- Echolocation: See main entry.
- Swarm: 10 bats can swarm around a target’s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.
- Attacks: As normal human.
- Flighty: Unless magically summoned or controlled, normal bats check morale every round.