This site is games | books | films

The Batsquatch: Guardian of the Wilds

Batsquatch 1
Image Creator from Microsoft Designer (bing.com)

The Batsquatch is a monstrous hybrid of bat and primate, standing around 8 feet tall with a powerful, broad-shouldered humanoid frame covered in thick, dark fur. Its body resembles that of a Sasquatch, though its proportions are more exaggerated—its wings stretch nearly 50 feet from tip to tip, leathery and dark like a bat’s.

These wings are often folded behind its back like a cloak, only unfurled when ready to take flight. Its head is a horrific mix of bat and ape, with glowing, amber eyes that pierce the night, a wide mouth filled with sharp, jagged teeth, and a nose that resembles a bat’s snout. Long, clawed hands and feet, capable of gripping trees or foes with ease, finish the unsettling silhouette. When it stands fully erect, its broad chest heaves with each breath, while the sharp claws on its hands and feet click menacingly as it prowls the wilds.


Behavior
Batsquatch is a solitary creature, preferring the cover of darkness or the uppermost branches of ancient trees to hunt and rest. While not inherently territorial, it will defend its home and hunting grounds fiercely. It is an ambush predator, using its superior flight to dive from above, striking quickly and with overwhelming force.

Its terrifying screeches echo through the forest at night, sending shivers down the spine of any who hear it. Despite its terrifying reputation, the Batsquatch is not inherently malevolent—it does not hunt for sport but for sustenance, and it only engages with humanoid creatures when hungry or provoked. However, when threatened, it becomes a relentless and deadly opponent, using fear, raw power, and agility to overwhelm its enemies.


Habitat
The Batsquatch is typically found in the shadowy forests and rugged mountains of the Pacific Northwest, particularly around areas that have been touched by great natural forces—places like deep forests, old caves, or areas around volcanic activity. It favors areas where it can hide in dense foliage or high, rocky cliffs, using the natural terrain to its advantage. Its lair is usually located in cave systems or the hollowed-out trunks of massive, ancient trees, where it can rest safely during the day and emerge at night to hunt.


Modus Operandi
The Batsquatch hunts with a blend of cunning and raw power. It uses its ability to fly at incredible speeds, often swooping down from high in the trees or cliffs to attack.

Its favorite tactic is a Crushing Dive, where it dives straight toward an unsuspecting victim, claws extended and ready to rend through flesh. It also uses its Echolocation to pinpoint prey in the dark, making it nearly impossible to escape its detection in the forest at night. When cornered, it will use its Fearsome Screech to disorient and frighten opponents, causing them to panic or flee. The Batsquatch’s Rending Claws make it a devastating foe in close combat, and it often uses its agility to outmaneuver prey, striking from unexpected angles.


Motivation
The Batsquatch’s motivations are driven primarily by hunger, territorial instincts, and a primal need to remain hidden and safe. It seeks out smaller creatures or travelers to feed on, but it will not hesitate to engage with humanoids who trespass too deeply into its domain. It is not a malicious creature but one that lives by the primal rule of survival—protecting its territory and feeding when necessary.

However, the Batsquatch’s connection to the ancient forces of nature is also a part of its mystique. It is believed by some to be a manifestation of the wild and untamed aspects of the land itself, driven by the rhythms of nature rather than the greed or malice of sentient creatures. Its deep connection to its environment makes it a guardian of sorts, and it is said to become enraged if the balance of its domain is threatened, particularly by outsiders or those who seek to harm the land.


  • Batsquatch 5e
  • Batsquatch Pathfinder
Batsquatch
Create

Large Monstrosity, Chaotic Neutral


Armor Class 15 (Natural Armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., fly 60 ft.


STRDEXCONINTWISCHA
18 (+4)14 (+2)20 (+5)10 (+0)12 (+1)14 (+2)

Skills Perception +3, Stealth +5
Senses Darkvision 60 ft., passive Perception 13
Languages understands Common but can’t speak


Challenge 6 (2,300 XP)


Echolocation. The Batsquatch can use echolocation to sense its surroundings. While flying, it has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack. It makes three attacks: one with its bite and two with its claws.

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage.
  • Wing Buffet. It beats its wings in a 15-foot cone. Each creature in that area must make a DC 15 Strength saving throw, taking 24 (4d10 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one. The Batsquatch can then fly up to half its flying speed without provoking opportunity attacks.

Actions

Frightful Presence. Each creature of the Batsquatch’s choice that is within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Batsquatch’s Frightful Presence for the next 24 hours.

Dive Attack. If the Batsquatch is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target.


Legendary Actions

The Batsquatch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Detect. The Batsquatch makes a Wisdom (Perception) check.
  • Wing Attack (Costs 2 Actions). The Batsquatch beats its wings. Each creature within 10 feet of the Batsquatch must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Bite (Costs 2 Actions). The Batsquatch makes a bite attack.

Regional Effects

The region containing the Batsquatch’s lair is warped by its chaotic presence, which creates one or more of the following effects:

  • Nightmares. While the Batsquatch lives, creatures within 1 mile of its lair have strange and unsettling dreams.
  • Unearthly Echoes. Echolocation calls of the Batsquatch can be heard faintly in the area, even when it is not present.

Batsquatch Lair

The Batsquatch prefers to dwell in remote mountainous regions, especially in caves or high-altitude crags. Its lair is scattered with the bones of its prey and echoes with the eerie sounds of its echolocation.

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

Batsquatch
Create

CR 10
XP 9,600
CE Large Magical Beast (Air)


Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +16


DEFENSE

  • AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
  • hp 126 (12d10+60)
  • Fort +13, Ref +11, Will +6
  • Defensive Abilities uncanny agility; DR 5/cold iron; SR 21

OFFENSE

  • Speed 40 ft., fly 80 ft. (good)
  • Melee 2 claws +17 (1d8+6), bite +17 (2d6+6 plus grab)
  • Space 10 ft.; Reach 10 ft.
  • Special Attacks
    • Crushing Dive (Ex): As a full-round action, the Batsquatch can swoop down and deliver a devastating dive attack. It flies at least 30 feet straight down, making a single claw attack with a +19 attack bonus. If the attack hits, the target takes double damage (2d8+12) and must succeed at a DC 21 Reflex save or be knocked prone.
    • Rending Claws (Ex): If the Batsquatch hits with both claw attacks in the same turn, it tears at its foe, dealing an additional 2d6+6 slashing damage.

STATISTICS

  • Str 22, Dex 16, Con 20, Int 6, Wis 14, Cha 10
  • Base Atk +12; CMB +19 (+23 grapple); CMD 32 (34 vs. trip)
  • Feats Flyby Attack, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (claw)
  • Skills Fly +14, Perception +16, Stealth +9 (+13 in forests), Survival +8
  • Languages Understands Common but cannot speak

SPECIAL ABILITIES

  • Echolocation (Su): As a free action, the Batsquatch can emit a high-pitched screech inaudible to most creatures. This functions as blindsight with a 60-foot range but is disrupted by magical silence.
  • Fearsome Screech (Su): Once per day as a standard action, the Batsquatch can unleash a terrifying screech. All creatures within a 30-foot radius must succeed at a DC 19 Will save or be shaken for 1d6 rounds. Creatures already shaken are instead frightened. This is a sonic, mind-affecting effect.
  • Uncanny Agility (Ex): The Batsquatch’s reflexes allow it to avoid attacks with ease. It cannot be caught flat-footed and can move through difficult terrain at full speed without penalty.

ECOLOGY

  • Environment temperate forests, mountainous regions
  • Organization solitary or mated pair
  • Treasure incidental

TACTICS

  • Before Combat: The Batsquatch often stalks prey from the air, using Stealth to blend into the shadows of tall trees or cliffs.
  • During Combat: It prefers hit-and-run tactics, utilizing Flyby Attack to strike from above while remaining mobile. Against dangerous foes, it uses Fearsome Screech to disrupt and frighten enemies.
  • Morale: The Batsquatch fights ferociously but will flee if reduced to fewer than 30 hit points, using its speed and flight to escape into dense terrain.

DESCRIPTION

The Batsquatch is a terrifying amalgamation of primal power and dark magic. With the muscular build of a Sasquatch, bat-like wings spanning nearly 50 feet, and piercing yellow eyes that glow in the dark, it is the stuff of nightmares. Rumored to have emerged after the eruption of Mount St. Helens, these creatures stalk mountainous regions and dense forests, preying on livestock, travelers, and the unwary. Their eerie screeches echo across the wilderness, instilling fear in even the bravest of adventurers.

Scroll to Top