Crimson Bat

(Generated 168 times)
Namelist None
Rank Master
Race Crimson Bat
Cult rank Leader
Notes Demon of Chaos controlled by Lunars. "A giant, crimson bat with multiple long tongues, tentacles around its mouth, dozens of eyes all over its body, and other chaotic details. At its smallest it is 20 yards from head to tail with a 90 yard wingspan, but it has grown to as large as half a mile long with a wingspan to match when fed sufficiently, usually during wartime" **Abilities:** Spirit Sense, Cannot be surprised. Immune to Magic (all cultists touching it are immune as well) Glowspot (Lunar Magic always full). Area Weapon (Chaos Shriek - within 4 km. Willpower vs Endurance or demoralized) Breath Weapon: Breath acid cloud 750 meters distance 50 meter area. Damage applied to all in the area. (RQ6: pg 312-316) Magic points = what it has fed on last feeding day plus number donated by priests and initiates since - usually around 2500 See Imperial Lunar Handbook Vol 2 pg 54-55. Chaotic blood from Eyes will reduce 1 point of Rune magic cast per round. After all gone, will eliminate Rune magic from memory 1point per round. All discorporate or unbound spirits except fetches will be swallowed by Bat within Glowspot.
STR 4d10+324
CON 4d10+1000
SIZ 185+4d10
DEX 20
INT 13
POW 46+2d6
CHA 2d6+6
D20Hit locationArmor
01-02 Right leg 85
03-04 Left leg 85
05-06 Abdomen 85
07-11 Chest 85
12-14 Right Wing 85
15-17 Left Wing 85
18-20 Head 85
Movement 10m (flying)
Natural armor Yes

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased
Ability ***Titanic Beyond Mortal Ken*** Immune to the Bleed, Bypass Armour, Press Advantage and Sunder. Their physical manifestations have no weak spots, preventing them from being unduly hindered by massed volleys of missiles, unless the weapons are able to inflict more damage than the 15 Armour Points of their divine flesh, such as a siege engine for example. In such cases they become vulnerable to these particular spe- cial effects once again.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Engulfing*** The max size of victim is figured as half the creature’s own SIZ, but may be less than this depending on the creature’s physiology. Engulfed victim suffers at least one damage roll based on the creature’s bite attack before being swallowed – the time spent chewing depends on the creature and how sensitive its innards are. If still alive a swallowed victim will begin to suffocate. Often victim lacks the mobility to move inside the digestive tract or the creature is so large that he will die long before he can cut its way out.
Ability ***Immune to Magic***

Standard skills

Athletics STR+DEX Brawn STR+SIZ Endurance CON+CON
Evade DEX+DEX Perception INT+POW Unarmed STR+DEX
Willpower POW+POW+100

Combat styles

Bat Out of HellSTR+DEX

Weapon options

1-handed weapons

Amount: 2
Bite (1)
Tongue (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 2
Breathe Acid (1)
Chaos Shriek (1)
Chaotic Blood from Eyes (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 15d12 C VL - Y N 85 236
Tongue 1h-melee 10d12 C VL - Y N 85 236
Breathe Acid ranged 3d6 E VL - N N 0 0
Chaos Shriek ranged 0 M VL - N N 0 0
Chaotic Blood from Eyes ranged 0 M VL - N N 0 0