Batsquatch

“Millennium Humanoid” © Traci Shepard. Accessed @crittercompendium here

Taken from the Creature Codex

This creature is a hulking hairy humanoid with a fierce expression on its face. Immense leathery wings grow from its shoulders.

The combination of great strength and gentle souls serves the rare and elusive sasquatches well in their withdrawn existence, but it also makes them attractive targets for foul cults. Those demon cults that serve powers of deformity and monstrosity pour great effort into finding and recruiting sasquatch families, and their influence has led to the creation of several races of monstrous mutants.

Batsquatches are one of these breeds, matching the power of a sasquatch with the agility and speed of a giant bat. Batsquatches are somewhat frailer than their sasquatch ancestors, but their terrifying howls and aerial maneuverability more than make up for it. Many batsquatches serve demon cults directly as scouts, messengers and artillery, but there are also wild batsquatches who make a living on terrorizing and consuming travelers. Batsquatches are rarer than even their more mundane kin, but in dense forests, whole clans of batsquatches may gather for murder and mayhem.

In combat, a batsquatch typically softens up opponents by hurling rocks before swooping into melee to seize a victim. A batsquatch may follow victims for miles before attacking, diving upon an unsuspecting foe and shoving them off a cliff, into a briar patch, or into some other roadside hazard. Those that fail to survive this assault are grabbed and carried away to be consumed. They rarely use weapons, preferring to feel the bruising of flesh and breaking of bones in their meaty fists.

Batsquatch         CR 3
XP 800
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision, Perception +8, scent
Defense
AC 
15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 
30 (4d10+8)Fort +3, Ref +7, Will +4
SR 
19 vs. divinations
Offense
Speed 
30 ft., fly 50 ft. (average)
Melee 
slam +10 (1d6+9 plus grab)
Ranged 
rock +7 (1d4+9)
Special Attacks 
rock throwing (120 ft.)
Spell-like Abilities 
CL 4th, concentration +4Constant—nondetection(self only)
Statistics
Str 23, Dex 16, Con 14, Int 5, Wis10, Cha 10
Base Atk +4; CMB +10 (+14 grapple); CMD 23
Feats 
Improved Bull’s Rush, Power Attack
Skills 
Fly +7, Perception +8, Stealth +11 (+15 in forested areas), Survival +8; Racial Modifiers +4 Perception, +4 Stealth (+8 in forested areas), +4 Survival
Languages 
Sasquatch
SQ 
great heft,pungency, woodland stride
Ecology
Environment 
temperate and cold forests and mountains
Organization solitary, pair or family (3-8)
Treasure 
incidental
Special Abilities
Great Heft (Ex) 
A batsquatch does not suffer armor check penalties or penalties to speed when carrying a medium load. It still suffers the penalties for a heavy load, or for wearing armor.
Pungency (Ex)
 A batsquatch’s odor is quite powerful, and can be detected at twice the normal distance by scent.
Woodland Stride (Ex)
 A batsquatch can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. Undergrowth that has been magically manipulated to impede movement still affects the batsquatch.

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