Thursday, October 22, 2026

Sengir Bat

Sengir Bat

Armor Class: 16
Hit Dice: 7+4**
No. of Attacks: 1 bite
Damage: 1d8 + Blood Drain
Movement: 10', Fly 60' (10')
No. Appearing: 1d3, Wild 1d4, Lair 2d4
Save As: Fighter: 7
Morale: 9
Treasure Type: None
XP: 800

Blood Drain: If a Sengir Bat hits with its bite, it may latch onto its victim. While attached, it automatically inflicts 1d6 points of damage each round on its Initiative and regains the same number of lost hit points, up to its normal maximum. While feeding, the Sengir Bat suffers a -2 penalty to Armor Class. The victim may use an action to tear the bat loose with a successful Open Doors roll.

Blood-Fed: Once per encounter, if the Sengir Bat reduces a living creature to 0 hit points with its bite or Blood Drain, it becomes invigorated by the victim's blood. For the remainder of the encounter it gains +1 on attack and damage rolls. 

Notes 

  • The favored pets of the infamous Baron Sengir, the Sengir Bats dwell in the Darklands south and east of the Koskun Falls and Koskun Keep. The bats are adept at surviving in the temperate to cold weather that is common to the region. Some of the largest specimens make their home in the spires of Castle Sengir.
  • Large and aggressive, Sengir Bats will attack anything from livestock to lone travelers along the roads. The bats are the reason many unfortunate dwellers in the Darklands are advised not to leave their dwellings at night. Even then, the bats are quite capable of crashing through flimsy doors or shutters to get at prey.
  • Sengir Bats like to start the evening going after weak prey, such as animals, in order to gain the Blood Fed ability, granting them bonuses to attack and damage when they encounter adventurers.

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