Chiropterin by Tobigera
Medium-size Humanoid bat
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.,climb 35 ft.,fly 75 ft.,(good)
AC: 15 (+2 Dex, +3 natural)
Attacks: 2 claw +6 melee, bite +3 melee, slam +3 melee
Damage: Claw 2d4+3, bite 1d4+1, slam 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Shriek
Special Qualities: Alternate form, fast healing, regeneration
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 16, Dex 14, Con 12, Int 12, Wis 11, Cha 13
Skills: Climb +5, Hide +5, Intimidate +3, Move Silently +5
Feats: Blind Fighting

Environment: Any land,plains,forest,hills,mountains,underground
Organization: Solitary, or Pair
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large)


You could call it a vampire, except it isn't undead, though there's not much of a difference. All that that means is you won't be gripped with fear and can run (not that it will help you escape)

It has the basic body build of a human, but it has the features of a bat as well. It has a bat's face and wings. Like a vampire, it feeds on blood (human blood). After biting into the neck, shoulder or wrist, it will suck out every drop of blood it can. When not fighting, it may take on a human form and act like a human. In it's human form, it's charisma goes up one point, but it's strength decreases two points.

Combat
If wish to avoid a fight with these creatures (smarter move), avoid trees or caves. Chiropterins will wait either in deep forests or on cave roofs. When a suitable victim comes into view, they will drop down on it and claw and bite until its target stops moving. Beware the creatures bite. Like the vampire, if it bites you (and you live), you will cursed with an unsatisfiable thirst for blood. It's claws are so sharp, that it can peirce through wood and some metals, allowing them to climb on almost any surface (bones and flesh don't stand a chance).

The Chiropterin's most dangerouse attack could be its shriek. The high frequency and volume of its cry will kill anything within 1.54 meters and stun anything within up to 10 meters beyond that. As mentioned above, these creatures can take on human form. The only way to catch them in that shape is their fangs, which remain with them. Chiropterins have a magical ability to heal. two seconds after injured, their healing kicks in and they begin to recover. After three-five turns, they will be fully healed. As if this isn't bad enough, the moment it recieves damage, it retreats to a nearby safe location until healed (usually back into the trees). It's best to have a spell or weapon that nuetralizes their healing abilities (Even then, good luck). If you cut off a limb, it will grow back within four turns. While ChIropterin is not a playable race due to its inability to tolerate any other beings near them, it does open the posibility of a person who has been bitten (called Half-vampire). A Half-vampire has adds 10 to their strength and 11 to their dexterity (Minimums are 15 and 16). The only drawback is that the person must drink the blood of at least one human every two weeks (this might not be a drawback, depending on how you look at it).

Society
Chiropterin's are usually solitary creatures. They are fierce competitors within their own species. It is rare to find two of them together and any more than that is inconcievable.

Legal note: Chiroterin is copywrited to Manga Entertainment.

This creature has been play tested.
This is not a kender type creature.

 



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