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Bat

Monster

DCC CORE · p.396

Open source p.396

Bat swarm, mundane

Init +4 AC 10 HD MV fly 40’ Act special AL L

Atk swarming bite melee ( plus disease)

SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, disease (see below)

Bat swarm, vampiric

Init +6 AC 12 HD MV Page 396 fly 40’ Act special AL L

Atk swarming bite melee ( plus disease and vampire drain)

SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, vampire bite (any target wounded by the swarm takes an additional 1 damage per round until entire swarm is killed), disease (see below)

Bat, giant vampire

Init +6 AC 14 HD MV fly 40’ Act 1d20 AL C

Atk bite melee ( plus disease and vampire drain)

SP vampire bite (latches onto target and automatically inflicts an additional 1d4 damage per round until killed), disease (see below)

Bat swarms are masses of hundreds of individual bats. They occupy spaces of roughly 20’ to a side, though some may be larger or smaller. The swarm can bite all targets in that space. Because the swarm is composed of many individual elements, it takes half damage from normal weapons and any spell or effect that normally has an individual target. Slashing wildly with a sword or mace is unlikely to do much damage to a swarm of hundreds of bats! Attacks with area effects, such as fireballs, choking clouds, and the like, inflict normal damage.

Bats carry disease. A character bitten by a bat of any type receives a disease randomly determined from the table below. 1 DC 8 Sickness and vomiting for 2 days; half movement and to all rolls during that time.

2 DC 14 Terrible stomach pains; damage and unable to heal normal damage for one week.

3 DC 16 Debilitating weakness. Temporarily lose Strength and Stamina.

4 DC 10 System shock. Immediate death.

5 DC 20 Dizziness. Temporarily lose Agility. 6 DC 12 Intense weakness. Permanently lose 1 Strength.