Chiropterans (3.5e Template)
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Chiropterans appear, in their natural form, as bat-ogre like large sized monstrous humanoids. They are fast, dangerous, and crave blood. Their wars with each other can and have scarred history and the land around them.
 Creating a Chiropteran
“Chiropteran” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature). A Chiropteran retains all the base creatures statistics and special abilities except as noted here.
 Size and Type
The creatures type changes to Monstrous Humanoid (Chiropteran). Do not recalculate base attack bonus, saves, or skill points. Size increases by one step.
 Hit Dice
Increase current and future hit dice to d12s.
Same as the base creature.
 Armor Class
The creatures natural armor bonus improves by +6.
The Chiropteran loses any natural attacks it may have had before and gains a bite attack and a claw attack as per their size instead. It loses the ability to use weapons if it had that ability before. If it does damage on its bite attack it may use Blood Drain as a free action.
 Full Attack
Same as above
 Special Attacks
Blood Drain (Ex): If the Chiropteran has the target pinned, he may attempt a bite attack as a free action. If the attack does damage, he drains 1d4 points of the targets Constitution score and either heals 5 points or stores 5 points in his Blood Reservoir. He may, also, instead heal any ability damage inflicted on himself by one point regardless of the amount drained.
Blood Fury (Ex): Whether by will or due to starvation, a Chiropterans Blood Fury is a horrible sight to behold. When he enters a blood fury he loses any or all points in his Blood Reservoir and may not store points in it while in the Blood Fury, except for Queens who may store 1 point per use of Blood Drain. He is in the Blood Fury for a number of rounds equal to his Constitution modifier plus the number of points that were in his Blood Reservoir. While in this fury he is effectively in a Barbarians Mighty Rage, except he can not tell friend from foe and is only concerned about feasting on his prey. He is immune to critical hits, sub-dual damage, and massive damage while in a blood fury. If the Chiropteran has used his Blood Drain ability at least a number of times equal to his new Constitution modifier, he may attempt a will save DC=(30 minus Wisdom score) to leave the blood fury or else he must repeat the cycle to snap out of it. Once he snaps out of it, he will be exhausted for 1d10+1 minutes and stunned for 1d6+1 rounds. If his Queen demands him to snap out of the blood fury, he will only be exhausted for half as long, and stunned for 1 round. This does not work if he is commanded to snap out during the final 5 rounds of his Blood Fury. If the Chiropteran doesn’t drink a sufficient amount of blood within the time he has. He falls into a state of hibernation until he senses blood(whether by smell or if it’s poured down his throat). After he senses blood he launches into a new blood fury(no save) for the regular time.
 Special Qualities
Blood Dependency (Ex): Chiropteran don’t eat normally, instead, They must blood-drain, or at least have access to blood, a number of times a day equal to his Constitution modifier. If he goes 24 hours without blood he must make a will save DC=(50-Wisdom score) or become fatigued. 48 hours without drinking blood he must make another check, DC 10 points higher then before or become exhausted. After 72 hours he must make another check, DC 10 points higher again (total 20) or become unconscious. Every hour after he must make a Will save DC 30 or be affected by Blood Fury. Regardless of the success or failure of the save the Chiropteran suffers 1d4 points of damage. The effects of not feeding can not be healed unless the Chiropteran feeds double the needed dosage. Example: A Chiropteran has gone 48 hours without feeding, so to reverse the 48 hour effect he must feed twice the normal amount. His Constitution modifier is 5, so he must feed 10 times. He is now fatigued until he can feed another 10 times. A Chiropteran who feeds daily but not the required amount takes -1 to all checks, damage rolls, and armor class per week this continues.
Blood Reservoir (Ex): A Chiropteran may hold an amount of blood equal to his Constitution score times his hit dice. Whenever the Chiropteran is injured, the next round he may expend a number of points in his Blood Reservoir (no more than his constitution score) to heal himself for the same amount. This is a full round action and he may not take any other action except for talking. The Chiropteran may choose to store more than this, but must make a Fortitude save DC=(amount to be stored). Nothing ill will befall him if he fails, he simply can’t store that amount. He may try again after 24 hours to store more then the limit. They may also expend points to stave off starvation by spending constitution modifier x 5 points for everyday in which they are staving off starvation.
Neutralization (Ex): If a Queen manages to get her blood into her sister Queen or her sisters Chiropterans, the creature must make a Fortitude save DC 50 or take 10d10 points of damage (no save for massive damage is necessary) and 4d6 points of Strength, Constitution and Dexterity damage. Success means they only take 6d6 damage and 2d6 Strength, Constitution and Dexterity damage. The very next round they must make another save DC 50, and this will continue until the “infected” parts of the body are removed or the creature dies. If the crystallized portions of the body are removed they will not heal back, a replacement will be necessary.
One of these per 6 hit dice, chosen at random: Extend Limbs (Ex): Some Chiropterans have the ability to extend their limbs to extreme lengths, being able to catch their prey from large distances. As a move action they can extend their reach a number of squares equal to their Constitution modifier. The beginning of next round their limb will return to its original length.
Sonic Howl (Ex): Some Chiropterans possess the ability to release an unearthly bellow from their lungs that incapacitates their prey. The Chiropteran must spend a full round inhaling air before they may release the howl, which is released as a cone whose length is a number of feet equal to their Constitution modifier x 5. Everyone in the cone must make a Fortitude save DC (10 + half Chiropterans hit dice + constitution modifier) or become stunned for 1d6+1 rounds. Everyone else in a cone twice as large as the first takes constitution modifier d6 sonic damage, The Chiropteran is then fatigued for 1d4+1 rounds and can’t use this ability for 1d4+1 minutes.
Wings (Ex): Chiropterans have wings that allow them flight and gliding. There are two types of wings, bat wings and Gargoyle wings. Bat wings grow from the arms to their sides and give the creature 80ft flight speed with good maneuverability, though they lose the use of their arms during flight or gliding. Gargoyle wings sprout from the creatures back and give 50ft flight speed with average maneuverability and allow the Chiropteran to wrap his wings around him increasing his shield armor class by 10 (this armor bonus also effects what ever the creature may be carrying at the time), but may not take any other actions.
Increase from the base creature as follows: Str +6, Dex +2, Con +8, Wis -10, Cha -10. A Chiropterans Intelligence score becomes 2.
+10 Climb, Intimidate, and Jump.
A Chiropteran retains all the feats he had before transformation.
Any, mainly large cities.
Solitary, pair, or gang (3-5).
 Challenge Rating
Base creature + (3? needs testing)
 Sample Encounter Description
A giant lumbering bat like creature turns to you, his eyes blood red. He opens his horse-like mouth, revealing dozens of sharp teeth, his serpent like tongue licks his “lips” and he howls at you, revealing his large claws. He leaps towards you with a howl, more creatures like him revealing themselves from the shadows with their blood red eyes....