Difference between revisions of "Bat (giant)"

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| attack = bite
 
| attack = bite
 
| dmg = 1–4
 
| dmg = 1–4
| special = clutch, drop gives +3 initiative
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| special = clutch, initiative
 
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}}
  
Aggressive, viperous bats of enormous size, with forearms supporting a large wingspan. Because of their size, these creatures drift slowly through the air; they are not nimble like their much smaller cousins. They attack by tucking their wings tight to their bodies and drop from heights of 50 to 100 feet. This gives them a +3 initiative in attacking enemies on the ground.
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These are ggressive, viperous creatures of unnatural size, with forearms supporting a large wingspan. When in flight, these creatures drift slowly through the air; they do not have the nimbleness of their smaller cousins. They attack by tucking their wings tight to their bodies, dropping from heights of 50 to 100 feet. This gives them a +3 '''initiative''' in attacking enemies on the ground.
  
If a giant bat hits an enemy on the ground, it will cause only a little damage, but it will hook its claws into a humanoid's clothing, clutching tightly. As the bat will bat its wings against attempts to pull it free, it can only be removed if killed or made unconscious. While attached, the bat will continue to attack its victim. The victim, meanwhile, will be -2 to hit the bats, because they will hold onto the back of a defender or onto a defender's arms. Meanwhile, any attack against the bat in which the defender (or anyone else) rolls a 2, 3 or 4 will cause attack to the defender's self.
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A giant bat hitting an enemy on the ground will cause only a little damage.  But it will clutch the victim's body, hooking its claws into clothing or leather. It will then attack again and again, batting its wings against attempts to get free of the creature. The creature must be [[Stun Lock|stunned]] to drive it off, whereupon the bat will withdraw its claws and roll on the ground, taking flight thereafter and abandoning the fight.
  
Missile attacks against bats are always possible, though it should be noted that bat attacks always occur at night. See [[Illumination|Illumination]].
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Fighting a bat while being gripped by the creature is done at -2 [[Roll to Hit|to hit]].  Others may attack the bat with weapons, but an attack roll of 2, 3 or 4 counts as damage done to the bat's victim.
  
See [[Bestiary|Bestiary]].
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The bat's armor class accounts for the difficulty in hitting these creatures while in the air; this difficulty is also applied as the bat flaps its wings in their target's face, or the difficulty of hitting the bat while it is gripping an ally.  If no concern is granted to the defender gripped by the bat, an attacker may receive a +3 to hit; but one third of the damage caused to the bat will also accrue to the hapless defender.  Take note that bats only appear at night.
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See Also,
 +
[[Bestiary|Bestiary]]
 +
[[Illumination]]

Revision as of 02:08, 19 February 2020

Bat-giant.jpg
Bat
Species bat
No. Appearing 4–40
Behaviour colony
Range barrens, desert, jungle, rainforest, savanna, taiga, woodland
Size 9 ft. wing span
Weight 12 lbs.
Intelligence 0
Armour Class 3
Hit Dice 2
Action Points 4
Max. Stride {{{stride}}}
THAC0 19
Hp/Die d3
Attack Forms bite
Damage 1–4
Special Attacks clutch, initiative

These are ggressive, viperous creatures of unnatural size, with forearms supporting a large wingspan. When in flight, these creatures drift slowly through the air; they do not have the nimbleness of their smaller cousins. They attack by tucking their wings tight to their bodies, dropping from heights of 50 to 100 feet. This gives them a +3 initiative in attacking enemies on the ground.

A giant bat hitting an enemy on the ground will cause only a little damage. But it will clutch the victim's body, hooking its claws into clothing or leather. It will then attack again and again, batting its wings against attempts to get free of the creature. The creature must be stunned to drive it off, whereupon the bat will withdraw its claws and roll on the ground, taking flight thereafter and abandoning the fight.

Fighting a bat while being gripped by the creature is done at -2 to hit. Others may attack the bat with weapons, but an attack roll of 2, 3 or 4 counts as damage done to the bat's victim.

The bat's armor class accounts for the difficulty in hitting these creatures while in the air; this difficulty is also applied as the bat flaps its wings in their target's face, or the difficulty of hitting the bat while it is gripping an ally. If no concern is granted to the defender gripped by the bat, an attacker may receive a +3 to hit; but one third of the damage caused to the bat will also accrue to the hapless defender. Take note that bats only appear at night.

See Also, Bestiary Illumination