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D&d dire bat
D&d dire bat





d&d dire bat

Table 9-2: Lycanthrope Feats and Skills NameĪlertness, Great Fortitude, Improved Initiative

d&d dire bat

Lycanthrope characters possess the following racial traits and template modifications: Table 9-1: Lycanthrope Traits Name Natural lycanthropes have a +2 level adjustmentĮach of those lycanthropes can transform from its normal humanoid form to that of a particular animal or a hybrid form that is a cross between the humanoid and the animal form. The level adjustment of +1 is true for afflicted lycanthropy. The example above assumes a human base creature from Faerûn regarding size, speed, languages. "Lycathrope" is a template rather than a race, that can be added to any humanoid or giant. In Faerûn, the following kinds of lycanthropes are common: Werebat, werebear, wereboar, werecats, werecrocodile, wererat, wereshark, weretiger, werewolf, and the elven lythari, a special kind of werewolf. Any kind of giant or humanoid can suffer from lycanthropy. Lycanthropes have the ability to change into animal or hybrid forms, and they sometimes do so unvoluntarily. once concentration lapses, the spell ends 5 rounds later.Lycanthropes aren't a race, so much as a group of people whom all suffer from a common curse. If you do not concentrate, the bats move to attack the closes active creature.

d&d dire bat

You must concentrate to control the dire bats.

d&d dire bat

The bats can travel in any direction as long as the spell lasts. The dire bats travel together, never separating by more than 40 feet if viewing an area ahead as a human would (primarily looking a the floor) or at half speed (speed 20 feet) if examining the ceiling and walls as well as the floor ahead. Even while outside your line of sight, they follow your mental directions on where to explore. You can summon the bats at any point you can see, but they can then travel outside your line of sight without hindrance. The bats also give you the benefit of their blindsense ability for the purpose of viewing their surroundings for the duration of the spell. If you have darkvision, low-light vision, or spells cast that enhance your visual senses, such as true seeing or see invisibility, you continue to gain the benefit of those abilities or spells through the eyes of your bat minions. The bats allow you to see through their eyes, from their perspective, using your own visual senses. These fiendish dire bats have damage reduction 5/magic resistance to acid 5 and fire 5 spell resistance 9 and a smite good attack that provides a +4 bonus on one damage roll. You summon four fiendish dire bats ( MM 62) that blaze with a faint ghoul-green light (they glow as bright as a candle). Letting a bit of bat fur loose to float on the air, you summon huge, glowing green bats to serve as your eyes.







D&d dire bat