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Bat, Zargosianby Jamie Baty
Huge Magical Beast
Hit Dice: 4d10+20 (42 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: +4/+14
Attack: Bite +4 melee (1d8 +2 and poison) or 1 spit +6 range touch (poison)
Full Attack: Bite +4 melee (1d8 +2) or 1 spit +6 range touch (poison)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Blood drain, poison
Special Qualities: Blindsense 120ft, create zombies, darkvision 60ft., low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 15, Dex 15, Con 20, Int 3, Wis 14, Cha 5
Skills: Hide -6, Listen +11, Move Silently +3, Spot +11
Feats: Alertness, Endurance
Environment: Any land
Organisation: Solitary, Pair, or Colony (5-20)
Challenge Rating: 3
Alignment: Always chaotic evil
Advancement: 5-8 HD (Huge)
Level Adjustment: -
This creature looks like a huge bat, except for the long reptilian tail it possesses.
These creatures are a huge variant of a vampire bat created by Zargosian sorcerers and clerics. They look just like regular bats except for the long reptilian tail they possess. They have red eyes and a long reddish-purple tongue. Adults have a 8' long body and a 35' wingspan.
Zargosian sorcerers and clerics use these monsters as flying mounts. Only Zargosian characters know the proper means of controlling the bats. A Zargosian bat will not normally let other characters ride it. Zargosian bats dwell in caves and sinkholes within the Valley of Night. They are almost never found outside the valley, unless being ridden by a Zargosian sorcerer or cleric.
Zargosian bats will circle their enemies and spit poison to disable them rather than engage in melee.
Blood Drain (Ex): A Zargosian bat can drain blood from an unconscious creature as a full round action. The victim takes 1d4 constitution damage each round they are drained.
Poison (Ex): Any creature bitten by a Zargosian bat must make a fortitude save vs DC17 (Con based) or fall unconscious for 2d6 rounds.
In addition, as a ranged touch attack (10ft range increment), a Zargosian bat may spit the poison. Anyone hit must make a DC17 fortitude save or fall unconscious for 2d6 rounds.
Blindsense (Ex): A Zargosian bat notices and locates creatures within 120 feet. Opponents still have 100% concealment against a creature with blindsense.
Create Zombies (Su): Any creature reduced to 0 constitution by a Zargosian bat's Blood Drain dies and must make a DC17 fortitude save or rise as a zombie in 24 hours.
Skills: A Zargosian bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Carrying Capacity: A Zargosian bat can carry 396lb. or less as a light load, 397-798 lb. as a medium load, and 799-1,200 lb. as a heavy load.