Hercules Bat (3.5e Monster)
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|Hercules Bat||Giant Hercules Bat|
|Size/Type:||Large Animal||Gargantuan Animal|
|Hit Dice:||5d8+20 (42 hp)||16d8+128 (200 hp)|
|Speed:||20 ft, climb 20 ft, fly (good) 60 ft||30 ft, climb 30 ft, fly (average) 90 ft|
|Armor Class:||19 (+3 dex, +7 natural, -1 size), touch 12, flat-footed 16||26 (+2 dex, +18 natural, -4 size), touch 8, flat-footed 22|
|Attack:||Talon +9 melee (1d6+6 plus sky snatch, 20/x2) or Bite +4 melee (1d8+3, 20/x2)||Talons +22 melee (2d6+14 plus sky snatch, 20/x2) or Bite +17 melee (3d6+7, 20/x2) or Wing Slam +17 melee (3d6+7, 20/x2)|
|Full Attack:||Talon +9 melee (1d6+6 plus sky snatch, 20/x2) and Bite +4 melee (1d8+3, 20/x2)||Talons +22 melee (2d6+14 plus sky snatch, 20/x2) and Bite +17 melee (3d6+7, 20/x2) and Wing Slam +17 melee (3d6+7, 20/x2)|
|Space/Reach:||10 ft/5 ft||20 ft/15 ft|
|Special Attacks:||Screech (DC 16), Sky Snatch||Screech (DC 26), Sky Snatch|
|Special Qualities:||Blindsense 40 ft, Heavy Lifter, Immune to Deafness||Blindsense 80 ft, Heavy Lifter, Immune to Deafness|
|Saves:||Fort +8, Ref +7, Will +3||Fort +18, Ref +12, Will +8|
|Abilities:||Str 22, Dex 17, Con 19, Int 2, Wis 14, Cha 6||Str 38, Dex 15, Con 27, Int 2, Wis 16, Cha 8|
|Skills:||Listen +10*, Spot +10*||Listen +16*, Spot +16*, Survival +4|
|Feats:||Hover, Flyby Attack||Hover, Flyby Attack, Power Attack, Wallcrasher, Wingover, Cruising Altitude|
|Environment:||Any mountainous||Any mountainous|
|Organization:||Solitary, Pair, or Thunderstorm (3-20)||Solitary|
|Alignment:||Always True Neutral||Always True Neutral|
|Advancement:||6-10 HD (Large), 11-15 HD (Huge)||17-22 HD (Gargantuan), 23-28 HD (Colossal)|
The sky darkened. Above, hundreds of bats blotted out the sun followed by a massive bat. Everything upon the ground was forfeit, to be snatched and dragged away to their lairs.
Massive bat-like creatures not unlike a dire bat, they have very pronounced pectoral and arm muscles giving them a very triangular and exaggerated appearance. They have an incredible lifting capacity and powerful gripping talons on their feet which allow them to drag away creatures much heavier than they are. In addition their ears have skin flaps allowing them to selectively alter how much sound comes in. Their main hunting method has them swoop down, grab a creature, and them fly them up and away before dashing them upon the sharp rocks of their canyon and mountainous homelands. They are considered annoying pests and hazards as they will grab anything not nailed down and throw it away or worse, take it back to its lair.
Some grow to immense size. These massive versions act more like wyverns or dragons, commanding swarms of others of its kin and actively keeping lairs. Though not intelligent they seem to have a habit of collecting objects they grow fond of so some end up having treasure lairs full of certain items of its choice.
Hercules bats swoop in and grab a creature, flying up and throwing them with sky snatch. They usually release early if the target can fight back, but if they think they can get away with it they might drop them from higher altitudes or take them to their lair. They usually find terrain hazards to throw targets into, using their innate dangers to finish off any survivors.
Heavy Lifter (Ex): Hercules bats act as quadrupeds for lifting capacity, and may fly even under a medium or heavy load at reduced speed.
Immunities: Hercules bats are immune to deafness.
Screech (Ex): As a standard action a hercules bat can scream loudly, causing all creatures in a 20 ft area to take 1 point of sonic damage per HD and make a Fortitude save against deafness, save negates the deafness but not the damage. They can use this ability once per minute. The screech can be heard up to a mile away and is used as an alert to call in more hercules bats in the area. The DC is Constitution based.
Sky Snatch (Ex): The hercules bat is capable of grabbing a creature on a successful talon attack. Treat this as a grapple attempt, although the hercules bat is not considered grappled itself and may still move. It can drop its victim as a free action or throw them as a standard action. It can also throw them immediately upon grabbing them, in which case they are thrown 1d6x10 ft in a direction and take falling damage as if they fell that distance. They get a DC 15 Reflex save to avoid being prone upon landing.
Attacking a hercules bat weakens its grip. It takes a penalty on grapple checks equal to half the damage it took while carrying a creature in its talons in that round. This doesn't apply to other grapple checks, only grapple checks made via sky snatch.
Hercules bats can be selected as an animal companion of 10th Level or Higher (Level –9).