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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 donโ€™t 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 turfโ€”that 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 cleanโ€”they 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[]