Chris Van Deelen

No. Enc: 1d12
Alignment:  Neutral
Movement: 210’ (70’) flying
                     30’ (10’) ground
AC: 6
HD: 6
Attacks: 1 bite or two claws
Damage: 1d8, 2d6+2 / 2d6+2
Save: L6
Hoard Class: Incidental

Also known as Pug-bats due to the structure of their faces, these mutant bats are commonly found in the darkest regions of the wastelands. These creatures are humanoid-sized hairless bats with a long tail, pug-like face, and large leathery wings, which allow the monster to fly at tremendous speeds, although they are at a distinct disadvantage while on the ground.

The creatures are capable hunters, often going after creatures that are their own size. They are immensely strong and are able to carry up to three hundred pounds in their claws without losing any speed during flight. They can however work together to carry particularly large prey, although only two can work in conjunction. Doing so they will be able to carry up to 500 pounds between them.

When engaged in combat, the creatures will swoop in, attacking with their clawed feet. If both attacks are successful, the creature will loft the victim airborne. The victim can attempt to break free using a grapple check, but due to this creature’s speed, they might not want to. It’s not the fall that kills, it’s the landing. For grappling purposes, the creature has Strength equivalent of 14.

Once airborne, the creature will continue to squeeze with both claws, inflicting normal damage each round as long as the grapple is maintained. It will also bite, gaining a +2 to hit with the bite attack. A favorite tactic is to fly straight up for several rounds, squeezing and biting, and then if the prey is particularly tough, they will simply open their claws, allowing the prey to fall to their death. This way the creature can land and pick up the now compliant prey and fly off to their den to feed at leisure.

These creatures make their homes in the darkest parts of the wastelands, in canyons, caverns, and the concrete venues of the many ruins that dot the landscape. They are not harmed by sunlight, but they do not like it in the least. In fact, if they are forced to engage in combat in the light, they will automatically suffer a -2 to hit, and their flight movement will drop to 150’ (50’). They also will not drag prey into the sky to drop, as the sunlight will eventually cause them to go temporarily blind, and will hamper their echolocation mutation to the point they cannot use it. This will occur after only 1d8 rounds, and once they have returned to the darkness, they will regain their full senses after 1d4 hours.

The nests are meticulously clean, kept free of bones and guano. They roost in rafters or hang from the ceiling of their homes, wrapping their wings around their bodies during the day to sleep. They also do not collect treasure, although more often than not treasure and artifacts can be found outside the creature’s lairs in the heaps of trash and bones from their previous victims.

Mutations: Aberrant form (natural weapons), echolocation, increased physical attribute (strength, modified), night vision, thermal vision, vulnerability (light, modified)

Source: King Kong (2005)