Batbane

Batbane 

Batbane 

13th AGE

Leathery winged creatures with sharp teeth and claws. Strangely only the females are ever seen.

Level 1 troop [Humanoid]

Initiative: +4

Blood-draining bite +6 vs. AC—3 damage

Natural 16+ hit: 5 ongoing damage and the target is weakened (save ends both).

Ultrasonic screech +6 vs. MD—target is hampered (easy save ends)

First failed save: Target is confused (easy save ends) but is no longer hampered.

Second failed save: Target is confused (save ends).

Third failed save: Target is confused (hard save ends).

Swift Flyer: The batbane women are fast flyers, swooping in and out of combat. After attacking they may attempt to pop free of engagement and if successful may fly to any point nearby as a quick action even if they have already moved that turn.

Sonar: Batbanes can see using sonar - unless deafened they can see in even total darkness and are aware of invisible creatures and do not have a miss chance against enemies with the spell ‘blur’ active. If a batbane takes thunder damage this ability stops working for the rest of the battle.

AC 16

PD 15 HP 32

MD 11

PATHFINDER

Batbane Woman CR 3

XP 800

NE Medium monstrous humanoid

Init +3; Senses blindsense 40 ft.; Perception +12

DEFENSE

AC 15, touch 13, flat-footed 12; (+3 Dex, +2 natural)

HP 26 (4d10+4)

Fort +2, Ref +7, Will +5

Weaknesses light sensitivity

OFFENSE

Speed 30 ft.; Fly 40 ft. (good)

Melee bite +6 (1d6+2), 2 claws +6 (1d4+2 plus grab)

Space 5 ft.; Reach 5 ft.

Special Attacks blood drain

TACTICS

During Combat Batbane women prefer to attack from the shadows, using surprise to their advantage. They continue to make flyby attacks until they can grab with their claws. If the opponent is light enough they will try to carry them away to where they can feast. If an opponent is too heavy to lift then they will grapple and try to drain blood. In the air they fight with the claws on their feet. On the ground they fight with the claws on their hands and their bite. 

Morale Batbane women will break off an attack if they lose half of their number while fighting in a group or if reduced to half hit points while fighting alone. 

STATISTICS

Str 15, Dex 16, Con 12, Int 8, Wis 12, Cha 7

Base Atk +4; CMB +6 (+10 to grapple); CMD 19

Feats Flyby Attack, Stealthy 

Skills Fly +14, Perception +12, Stealth +12; Racial +4 Perception when using blindsense

SQ solstice transformation

Languages Common

ECOLOGY

Environment temperate forests and hills, underground

Organization solitary, pair, or flock (3-10)

Treasure standard

SPECIAL ABILITIES

Blood Drain (Ex) A batbane woman can suck blood from a grappled opponent; if the batbane woman establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. 

Solstice Transformation (Su) On the night of the summer and winter solstice, batbane women transform into back to human women. They take a -4 to Strength and Dexterity, but gain a +2 to Intelligence and Charisma. They lose their natural attacks, ability to fly, natural armor, and blindsense. They do however gain the ability to speak clearly. While this transformation usually lasts from sundown to sunup, it can be broken if the batbane is stressed. If they are injured or suffer any other stressful event at the GM’s discretion, they must make a DC 15 Will save or transform back into a batbane woman.

SAVAGE WORLD

Batbane Woman
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6, Parry: 5, Toughness: 6
Special Abilities:
* Blindsense: The Batbane Woman may operate effectively without vision. The Batbane Woman suffers no penalties for bad lighting conditions, including total darkness, but is still effected by concealment as normal. When using Blindsense, the Batbane Woman cannot determine colors, read, or otherwise discern visual patterns. Finally, when using Blindsense, the Batbane Woman is immune to gaze attacks.
* Death From Above: If the Batbane Woman catches a foe unawares when making a diving attack, it inflicts an additional +2 damage.
* Limited Flight: The Batbane Woman has a Flying Pace of 6 squares, with a Climb of 3 squares. The Batbane Woman can only fly for a number of minutes equal to her Vigor die, then must make Vigor checks every minute to avoid suffering a Fatigue Level. This can lead to Incapacitation.
* Limited Shapechange: On the Solstices, the Batbane Woman assumes human form, and is driven to seek the companionship of other human beings.
* Natural Weapons: Two claws (Str+d4 each, and strikes as per the Improved Frenzy Edge).

SWORD & WIZARDRY


Hit Dice/HP: 1d8+1 / 5hp
Armor Class: 9 [11]
Attacks: 1 bite (1d4), 2 claws (1d3/1d3)
Combat Movement: 30', flying 60'
Special: A batbane cannot make claw attacks while flying. Can't be blinded (see description)
Saving Throw: 16
Alignment: Chaos
Challenge Level/XP: 2/35

Batbanes can use their claws to grab and carry away their victims, if those are not much heavier than themselves. While in flight, they will make bite attacks to drain a victim of its blood.

Batbanes “see” in the dark by echolocation. They are immune to affects that would normally render them blind, but can be blinded by magical Silence.

O.S.R.I.C.

Batbanes
Frequency: Unique
No. Encountered: 1d6
Size: Medium
Combat Movement: 30', flying 60' (AA: level V)
Armor Class: 9
Hit Dice/HP: 1d8+1 / 5hp
Attacks: 1 bite, 2 claws
Damage: 1d4/1d3/1d3
Special Attacks: A batbane cannot make claw attacks while flying.
Special Defenses: Immune to gaze attacks and affects that cause blindness (see description)
Lair Probability: 25%
Intelligence: Low
Alignment: Chaotic Evil
Level/XP: 2 / 30+1/hp

Batbanes can use their claws to grab and carry away their victims, if those are not much heavier than themselves. While in flight, they will make bite attacks to drain a victim of its blood.

Batbanes “see” in the dark by echolocation. They are immune to affects that would normally render them blind, but can be blinded by magical Silence.

Treasure: 1d4 jewelry (25%)