Vampire Bat Swarm
Adversary overview
A large swarm of blood hungry vampire bats
Vampire Bat Swarms are a scourge upon the continent of Renovia, one of the many reasons that most people do not venture out after dark. They have been known to drain a man or even larger creatures of their blood in just a few minutes. Their bite carries a weakened form of the vampiric curse and can cause strange reactions in some people.
Blood Taint Points
1 – No effect
2 – +1 to Strength or Agility players choice
3-5 Disadvantage on rolls against the charm or suggestion of a Vampyr
6-8 Addiction, whenever a player marks a hit point or a stress they must make an INSTINCT roll 12 or immediately drink a tainted health or stamina potion if they have one.
9-10 Blood Rage, whenever a player marks a hit point or a stress they must make a KNOWLEDGE roll 15 or fly into a rage where they do not recognize friend from foe.
Removing the Taint: During a Long Rest a player may elect as one of their actions to PURGE, which will remove 1d4+1 taint from them.
Stat block
Standard attack
Features
Passives
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Horde (3d6+5)
When the Horde has marked half or more of their Hit Points, their standard attack deals 3d6+5 damage instead.
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Tainted Bite
When a target marks a Hit Point from the vampire bats bite attack they must make a Presence (DC 16) reaction roll or mark a Blood Taint Point.
Actions
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Draining Bitestress 1
Mark a Stress to make an attack against a target within Melee range. On a success, deal 5d4 physical damage. A target who marks HP from this attack loses a Hope and must mark a Stress. The Vampire Bat Swarm then clears a HP.
Reactions
Motives & tactics
Experiences
- Echolocation +3
Vampire Bat Swarm
Tier 3 horde (5/HP)
A large swarm of blood hungry vampire bats
Motives & Tactics: Fly, Feed, Swarm Opponent
Difficulty: 16 | Thresholds: 15/25 | HP: 6 | Stress: 4
ATK: +1 | Bite: Melee | 3d12+10 Physical
Experience: Echolocation +3
HP:
STRESS:
Features
Vampire Bat Swarm
Vampire Bat Swarms are a scourge upon the continent of Renovia, one of the many reasons that most people do not venture out after dark. They have been known to drain a man or even larger creatures of their blood in just a few minutes. Their bite carries a weakened form of the vampiric curse and can cause strange reactions in some people.
Blood Taint Points
1 – No effect
2 – +1 to Strength or Agility players choice
3-5 Disadvantage on rolls against the charm or suggestion of a Vampyr
6-8 Addiction, whenever a player marks a hit point or a stress they must make an INSTINCT roll 12 or immediately drink a tainted health or stamina potion if they have one.
9-10 Blood Rage, whenever a player marks a hit point or a stress they must make a KNOWLEDGE roll 15 or fly into a rage where they do not recognize friend from foe.
Removing the Taint: During a Long Rest a player may elect as one of their actions to PURGE, which will remove 1d4+1 taint from them.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Vampire Bat Swarm Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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