Monster Specification

Giant Bats

Typical Monster Level ("ML"): 4 to 13

Typical Number Encountered: 2d4

Usual Alignment(s): E/N, N/N

Description: big and nasty

Habitat:  Green Areas, Wilderness Areas, Sky (at Night only), Dreams, Madness

Language: none

Chars: Co 3d8, Wp 3d6

Movement:

Rate Melee Travelling
Crawl 2 ft/sec 1 mph
Bound (Giant Vampire Bats only) 6 ft/sec 4 mph
Fly (speed varies by species) 75 ft/sec 50 mph

Fighter Abilities:

ML/3, FRU AMR    D = 25 + (5ML) %    RD = 5 + (5ML) %    5 + (5ML) HP

Attack Modes:

Bite @ A = 10ML %, DAM = (2d4 +ML) + if DAM > 0 inflicted by Giant Vampire Bat will suck blood in next second, doing ML General Damage, and if victim is still (not actively Fighting) will continue to do so in subsequent secs until drained of all General Damage, Reach 0 to 1

HitLoc Table:

Sz varies greatly and is 2 * ML, with maximum Hit Location ("H") being 5(Sz+10).  H is therefore 90 (for ML4) to 180 (for ML13).  The following table is for a Sz 16 (ML8) specimen.  Scale accordingly for different ML specimens.

HitLoc Area

All Aspects

Head

01 to 26

Wings (*2) 27  to 80

Body

81 to 120

Hind Legs (*2) 121 to 130

Tail (some species only)

[131 to 140]

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

4 3 2 1 0 0 1 2 3 4
Wings 4 2 2 1 1 1 1 2 2 4

Body

3 3 2 2 0 1 2 2 3 3
Legs 4 2 2 1 1 1 1 2 2 4

Tail (some species only)

2 2 1 1 1 1 1 1 2 2

Effects of Specific Damage:

Hit Loc Area %age HP Damage taken Effects
Head 20% Unconscious, Co check vs Death
  40% Decapitation, Death
Wings (*2) 30% Co check vs Wing Crippled
  60% Wing Crippled (spirals to ground), Co check vs Wing Severed
  90% Wing Severed (plummets to ground)
Body 80% Incapacitated, Co check vs Death, Bleed 5%/min, Co check vs Bleed 5%/MR
  160% Death
Legs (*2) 25% Co check vs Leg Crippled
  50% Leg Crippled, Co check vs Leg Severed
  75% Leg Severed
Tail 25% Co check vs Tail Crippled
  50% Tail Crippled, Co check vs Tail Severed
  75% Tail Severed

Bleeding effects from Crippling, Severance and Decapitation are as for People.

Thievish Abilities:

M on Th Activities:

Defensive ThL = ML

Other Abilities / Powers / Notes:

  1. Bat Monsters which come in Giant versions of various Bat Animal species. 
  2. Giant Bats occur naturally but are often bred by Bat Cultists.  Bat Cultists of THE LORD OF VAMPIRES (an Aspect of SOROK) breed and ride Giant Vampire Bats.
  3. Cultist Giant Bats have carrying capacity 500ML wt pts, and take encumbrance penalties to flight as for Horses, as stated in sections 4.5 & 4.6 of the General Systems.

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