Batsquatch
“Batsquatch: The Elusive Flying Cryptid with Glowing Red Eyes, Soaring Through the Night Skies!”
This beast is said to inhabit remote mountainous areas, shrouded in mystery and elusive to human eyes.
Described as a colossal creature, it combines the features of a bat and a Sasquatch. Its massive frame stands on two powerful legs, covered in dark, coarse fur that adds to its enigmatic aura. The creature’s defining characteristic is its leathery wings, stretching wide and allowing it to navigate the night skies with an eerie grace.
Witnesses who claim to have encountered Batsquatch often speak of its imposing presence and the striking contrast between its bat-like wings and humanoid form. The creature’s eyes, reported to glow a haunting red, add an otherworldly aspect to its already mythical demeanor.
Batsquatch, with its legendary origins, continues to be a source of fascination and speculation, embodying the intrigue and wonder associated with mysterious creatures that dwell in the unexplored corners of the natural world.
Batsquatch 5e
Batsquatch Pathfinder
Batsquatch
Large Monstrosity, Chaotic Neutral
Armor Class 15 (Natural Armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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.
Batsquatch
This creature is a hulking hairy humanoid with a fierce expression on its face. Immense leathery wings grow from its shoulders.
Taken from the Creature Codex
- 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) It 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) It’s odor is quite powerful, and can be detected at twice the normal distance by scent.
- Woodland Stride (Ex) It 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.
Combat
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.
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. They are somewhat frailer than their sasquatch ancestors, but their terrifying howls and aerial maneuverability more than make up for it.
Many serve demon cults directly as scouts, messengers and artillery, but there are also wild batsquatches who make a living on terrorizing and consuming travelers. They are rarer than even their more mundane kin, but in dense forests, whole clans of batsquatches may gather for murder and mayhem.