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Giant Vampire Batby Jamie Baty
Huge Magical Beast
Hit Dice: 2d10+8 (19 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armour Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+12
Attack: Bite +2 melee (1d4 +2 plus poison)
Full Attack: Bite +2 melee (1d4 +2 plus poison)
Space/Reach: 15 ft. / 10 ft.
Special Attacks: Blood drain, poison
Special Qualities: Blindsense, create zombies, darkvision 60ft., low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 18, Int 2, Wis 14, Cha 5
Skills: Hide -6, Listen +9*, Move Silently +5, Spot +9*
Environment: Any land
Organisation: Solitary plus 5-20 Giant Bats
Challenge Rating: 2
Alignment: Always neutral
Advancement: 3-4 HD (Huge)
Level Adjustment: -
Giant vampire bats may be found in some giant bat groups. These bats are more dangerous and much more likely to attack anything close to it.
Giant vampire bats are aggressive predators. It will attempt to render all its foes unconscious before using its blood drain, preferring to feed in peace. As a result it will search out single targets or small groups, rather than multiple, tough foes if it needs to feed.
Blood Drain (Ex): A giant vampire bat can drain blood from an unconscious creature as a full round action. The victim takes 1d2 constitution damage each round they are drained.
Poison (Ex): Any creature bitten by a giant vampire bat must make a fortitude save vs DC15 (Con based) or fall unconscious for 1d10 rounds.
Blindsense (Ex): A giant vampire bat notices and locates creatures within 40 feet. Opponents still have 100% concealment against a creature with blindsense.
Create Zombies (Su): Any creature reduced to 0 Constitution by a giant vampire bat's Blood Drain dies and must make a DC15 fortitude save or rise as a zombie in 24 hours.
Skills: *A giant vampire bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.