Foul Bat (Batchala)[]
Foul Bat (Batchala) | |||||||
---|---|---|---|---|---|---|---|
Monster Class | Dire Animal | ||||||
ST | 10 | HP | 10 | Speed | 6.5 | ||
DX | 14 | Will | 10 | Move | 13 (Air) | ||
IQ | 3 | Per | 10 | Weight | NG | ||
HT | 12 | FP | 12 | SM Size |
ยฑ0 0 | ||
Dodge | 9 | Parry | N/A | DR | 1 | ||
Attacks | Bite (16): 1d+1 cutting + follow-up 1 FP. Stench (Resisted by HT): Smell-based emanation in one-yard radius. Those who donโt resist are nauseated (-2 to attribute and skill rolls, -1 to active defenses, and possible vomiting) for minutes equal to margin of failure. | ||||||
Traits | Acute Hearing 8 (Hearing 18); No Fine Manipulators; Sonar (20 yards); Striking ST +5 (ST 15); Wild Animal | ||||||
Skills | Aerobatics-14; Brawling-16 | ||||||
Habitat | NG | ||||||
Bestiary Origin |
Speculative Fiction | ||||||
Notes | Some colonies have a demonic leader who has IQ 10+, Indomitable, Magic Resistance 10, and Unfazeable. This is a demon, not a dire animal with the Wild Animal meta-trait | ||||||
CER | Not yet calculated |
"These gigantic bats lack the fear of fire and men possessed by normal beasts. Their stench at close proximity can overcome victims before a single bite is delivered, and their mouth carries toxins that make wounds weep and bleed, causing weakness."
If you mixed the theme of a vampire bat with the raw danger of a Komodo dragon, you'd get a Foul Bat. From the foulest caves and caverns, these incredibly odorous, man-sized bats emerge by night, looking for fresh meat.
Fanon Lore[]
Batchalas are the bane of most cave-dwelling creatures, as they tend to be mutually-exclusive with most of them. There are rare exceptions though--some goblins have made good allies of the batchalas, and even removed their awful smell.
Fanon Tactics and Countertactics[]
Foul bats aren't particularly dangerous on their own, but they can easily overcome an enemy with numbers if they're disturbed on their home turfโthat is, in caves.
- Free Lunch: Foul bats are driven by hunger, then self-defense of the colony, so the simplest way of bypassing a batchala colony may be to serve up the carcass of another dead monster and let the swarm pick it cleanโthey get rather lazy once fed.
- Repellant: It may require some powerful repellant to keep away the batchalas. Perhaps an oaken staff with a powerful Repel Animal spell.
Dead Monster Bits[]
- Fangs -- The horrid teeth of a batchala can be used in making withering poisons, either directly or through magical familiarity.
- Stink Glands -- The stench gland of a batchala, somewhere near the rear, can be made into a potent stinkbomb, causing the same Nauseated status effect as the original creature.
- Sinews -- Batchala's naturally unnatural striking strength can possibly be replicated by using their sinews in potions
- Ears -- For adventurers who want to hear their foes from far away
- ??? -- A truly talented alchemist could combine a few key batchala parts to give themselves temporary Sonar abilities. At least, theoretically...
Live Monster Bits[]
Bats produce guano, and strange bats produce strange guano. There's a lot of alchemical applications for these droppings, but it'll require stealth, speed, and a running escape.
See Also[]
References[]
- Dungeon Fantasy 2: Dungeons, p.23-24