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Bat Hound

Adversaries Designed by Josh • Art by Karl Fitzgerald

Adversary overview

Bloodthirsty Hunter of the Night

Bat hounds are created through blood magic rituals that manipulate the curse of vampirism to transform a hound into a relentless stalker. Unswervingly loyal companions, bat hounds aid vampiric masters in tracking prey, able to outrun horses and their riders once they smell blood. They seek out stragglers or quarry that are escaping during a hunt and drag them back for capture.

Secret. Running water keeps bat hounds at bay and can destroy them, a lingering remnant from the vampiric curse that spawned them.

(This description was provided by “The Crooked Moon Part 2: Monsters and Adventure Campaign” by Legends of Avantris).

Stat block

Tier
1
Type
Standard
Difficulty
12
HP
4
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
7
Major Damage — Mark 2 HP Major
Mark 2 HP
11
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite
Range: Melee
Damage: 1d8+1
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Barred by Water

    The bat hound can’t willingly move into running water or to a space up to Very Close Range above running water. If it is pushed into running water in any way, it must mark 1 hit point and has the Vulnerable condition until cleared.

  • Spider Climb

    The bat hound can walk on walls and ceiling as easily as the ground.

Actions

  • Outmaneuver
    stress 1

    Spend 1 Fear to enable to bat hound to move up to Far Range without penalty.

Reactions

  • Safe Descent
    stress 1

    Mark 1 Stress to reduce incoming damage from a fall/throw as the bat wing spreads its wings by 1 threshold.

Motives & tactics

Track Prey Outmaneuver

Experiences

  • Stalker +2

Bat Hound

Tier 1 standard

Bloodthirsty Hunter of the Night

Motives & Tactics: Track Prey, Outmaneuver

Difficulty: 12 | Thresholds: 7 / 11 | HP: 4 | Stress: 3

ATK: +1 | Bite: Melee | 1d8+1 Physical

Experience: Stalker +2

HP:

Stress:

Features

Barred by Water – Passive: The bat hound can’t willingly move into running water or to a space up to Very Close Range above running water. If it is pushed into running water in any way, it must mark 1 hit point and has the Vulnerable condition until cleared.

Spider Climb – Passive: The bat hound can walk on walls and ceiling as easily as the ground.

Outmaneuver – Action: Spend 1 Fear to enable to bat hound to move up to Far Range without penalty.

Safe Descent – Reaction: Mark 1 Stress to reduce incoming damage from a fall/throw as the bat wing spreads its wings by 1 threshold.

Discussion

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