Dire Bat
Passive
Active
- Bite +8 : 3 (Piercing, Ensnare)
- Screech +8 : 1d6 (Sound)
- Wing +8 : 5 (Knockdown, First Strike)
Lore
The moon goes dark. Great black wings envelop the night.
These colossal chiropterans have wingspans as wide as wagons and can lift horses into the dark in a single swoop. Dire Bats see a world painted vividly by sound—each shriek a lance of perception that pierces fog and shadow. When they dive, their sheer bulk sends gusts of wind roaring, scattering dust and knocking torches from their sconces. Their bites can tear flesh, spread disease, or worse, drain the lifeblood of their prey, while some variants—like the maleficent, venomous, and ghost strains—wreathe themselves in elemental flame or become immaterial at will. Hungry and skittish, the Dire Bat lives in territorial colonies, lying in wait to scavenge on prey of all sizes.
Dire Bats are opportunistic predators. Their instinct is to swoop in for quick strikes, entangle prey in their claws or teeth, and then wheel away into darkness before anyone can respond. Their echolocation allows them to ignore invisibility, natural concealment, and visual illusions, and their sonic maleficence dazes foes. When designing Dire Bat encounters, use variations of the monster to match it to the encounters’ environment: ethereal Dire Bats in graveyards, for example, or diseased Dire Bats in swamps. Ordinary Dire Bats fear bright lights or fire and become helpless when deafened, providing avenues for clever play.
