KING
Dire Bat

Dire Bat

Beast · no Crown (Mundane)

T1d4Minor

Giant cave dwellers, dire bats swoop with razor teeth, carrying off livestock in moonlit raids.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense12--
Heart12--
Cunning16--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Echolocation

Blindsight 60 ft (not while deafened). Advantage on Cunning checks relying on hearing.

Passive

Flight

Flies 60 ft

Maneuvers

Maneuver

Bite

Standard attack.

Maneuver

Swoop

The bat dives from at least 20 ft up and bites with advantage. On a hit against a Small or smaller creature, the target makes a Body save (DC 11) or is grabbed and carried away.

Tactics

GM tactics

Roosts in large colonies. Swoops from darkness to grab prey. Drops victims from height if they struggle too much.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.