Shriekbat (3.5e Creature)

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Size/Type: Diminutive Aberration
Hit Dice: 1d8 (7 hp)
Initiative: +2
Speed: Fly 40 ft. (good)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +1/-17
Attack: Scratch +7 (1d2)
Full Attack: Dive-bomb +7 (Explode)
Space/Reach: 1 ft./0 ft.
Special Attacks: Explode
Special Qualities: Blindsense 40 ft., Explosive
Saves: Fort 0, Ref +4, Will +3
Abilities: Str 2, Dex 15, Con 12, Int 2, Wis 14, Cha 2
Skills: Spot +4, Listen +4
Feats: Alertness, Weapon Finesse, Flyby Attack
Environment: Caves
Organization: Colony (5-10), Crowd (10-25), Swarm
Challenge Rating: 1
Treasure: None
Alignment: Chaotic Neutral
Advancement:
Level Adjustment:
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More information...

Hanging from the roof of the cavern is a large bat, with a light blue underbelly and translucent wings. Around it, the flare of several more opening their wings seems to light up the cavern wall. They begin to emit an ear-piercing shriek, then leap off the wall and swoop toward you.

Shriekbats are a madman's reckoning of a bat, with long frog-like legs that are attached to thin membranous wings. These wings are composed of a polarized tissue, so that the back of the wing appears opaque, while the inside is translucent brown, like oil spread thin. Their fur is composed of stiff quills, the longest a shade of slate gray on the nape of the neck and spreading across the arms and back and the shortest covering their faces in light blue. They have slitted canine noses and large mouths, the lower jaw of which can split in the middle. There are no eyes to be found on its head, though they may appear to have them at a distance due to two large hearing membranes on the top of the head. Their bodies are packed with highly explosive luminescent chemicals, which helps to explain their description as "glowing kamikazes."

Combat[edit]

Shriekbats are incredibly territorial. When they detect an intruder near their colony, they make a shrill squeal that awakens other bats, then dive at the offender. In most cases, they're only a nuisance for their ability to make flyby attacks with the sharp claws on their wingtips for minor damage. However, they are known to purposefully crash their bodies into larger predators, causing their unique bodies to explode violently. Little is known about their reproductive cycle, though it is known to be incredibly fast and that it must happen before they transition into organic-missile adulthood. They're referred to in rumors as "Respawn Rats" because of their tendency to re-populate an area following an attack on an intruder.

Explode (Ex): If a shriekbat makes a successful Dive-Bomb attack, it explodes. It deals it's total Hit Points as explosive Force damage to everything in a ten-foot radius. The victim of a direct hit is entitled to a Fortitude save for half damage. Anyone not directly stricken but within the blast radius is entitled to a Reflex save for no damage.

Explosive (Ex): When killed, or wounded by fire damage, a Shriekbat will explode. Being caught in the blast of another Shriekbat's Explosion also causes it to explode, inflicting its max HP to anything within a 10-foot radius. In the event of chain-reaction explosions, the damage is xd8, with x being the number of bats involved in the explosion. The radius expands to 20 ft, and those caught in the blast can make a Reflex save for half damage.



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