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Legbat
Started by dogshitfartelectric

“We was just going down for the typical evening escapade, daring each other to see who'd go deepest into the so-called Spirit's Cave. Little did we know… the true terror wasn't going to be apparitions, no—it was beady, red eyes staring from high above. And then, all of a sudden… shrieking, a cacophony of shrieking, and the flash of fangs coming right for us…"


Legbats


Legbats are the largest current known species of bats found in the Southern Reach, typically in chasms and caves that sprawl below-ground. They are dog-sized with elongated slender limbs and a wingspan that stretches as wide as an Arsa Sidhe is tall. Their elongated heads resemble that of a fruit bat, but even with a cute face it doesn't override the terror inspired in both seasoned and amatuer cave explorers. The musculature of their lengthy hind limbs no longer supports prolonged flight. Instead, they usually gallop off cliffs to glide long distances where possible. To avoid being picked off by the numerous ground-dwelling threats, legbats will climb up cavern walls using claws adapted for digging into stone and roost atop the cavern ceiling in groups of up to twelve, hanging upside down as one may expect. Unsurprisingly, this makes sarloths their natural predator.

Curious yet skittish, these creatures do not stray from populated parts of caverns and will even directly attack adventuring parties. While certainly a terrifying threat to encounter, legbats do not subsist off mortals and only attack people for their own curiosity or to protect nearby young. They rely on numbers to throw their weight around and, if suddenly finding themselves alone, will be far more likely to flee than to continue harassment. Much like their smaller, less dangerous counterparts, legbats have excellent night vision adapted for their environment and use echolocation to navigate the world and communicate with each other. In a pinch, they may even use this natural ability to produce a loud, deafening shriek that echoes through cavernous areas.

 

Written by Ropefish and electric, contributions from Book and Reedie

DM Guide


The information below is almost exclusively intended for DMs: an explanation of the creature's behaviour, weaknesses, its unique abilities, and a full statblock to aid in rolling checks and contests where applicable. Characters may reasonably have the knowledge of the information in the above post. The information below is more OOC-facing and can be learned in detail via IC research (a research ticket or event) or known in vague, broad strokes where applicable: common sense applies! A Falstoner may have a vague idea of a Faded Steppe creature's abilities, but not specifics. For example: "the creature spews blood, but I don't know how, when, and what that looks like."

Not every spell, feat, or ability interaction is defined for beasts. DMs are expected to use their discretion when adjudicating interactions that are not explicitly covered. Additionally, the mechanics of bestiary creatures are set in stone and not open for adjustment unless specific issues are noted through DMed encounters.

Spoilers ahead... proceed with caution! Here be dragons!


Statblock

Boons

[Shriek] Targets within Ranged distance with unprotected ears must succeed a STR: Fortitude check or suffer a -2 penalty to aim rolls until the next round. If actively casting something that takes multiple turns, or maintaining a spell over multiple turns, an affected mage must roll a HAR: Arcana check in addition to Fortitude; upon failing, their active or in-progress spell fizzles out. This takes two actions.

[Echolocation] Using an action, the legbat may roll INT: Perception checks with an added +2 if attempting to detect creatures in Ranged distance.

  

Banes

[Fleeting Pack] If faced with diminishing pack numbers, the legbats may choose to flee rather than continue their assault. This can be done at DM discretion, and can even take the form of a roll to determine behaviour.

[Sensitive Eyes] Though not blind, a legbat is adapted for seeing in near or complete darkness. Upon encountering bright lights in Skirmishing distance, such as spells or sparklers, they suffer a -1 penalty to attacks until the light source is dealt with or pushed away. Dimmer sources of light, such as torches and lanterns, only have this effect if in Melee distance of the creature.

 

Mechanics Guidance

  • Light Armour
  • 20-30 HP
  • 2 actions per turn
  • Movement
    • 8m (8 block) per turn
  • Attack rolls and damage - general guidance:
    • [Shriek] See Boons.
      • 2 actions
    • Bite, claw swipe
      • /roll attack 2 2 AP
      • 2 AP damage
      • 1 action
      • Melee distance
    • Wing swipe, kick, etc.
      • /roll attack 2 3-4
      • 3-4 damage
      • 1 action
      • Skirmishing distance
  • For the purposes of contesting spells or making otherwise necessary checks, the following stats are provided: