Thunder Bats

by Vespertilius

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Thunder Bats


Long lived omnivorous bats with a preference for insects which can grow to gigantic size, they have pale golden eyes with pupils that faintly glow like lightning within a storm cloud, with ashen skin covered in fine ghostly white fur with thick regal manes.


Thunder bats can communicate over 2-3 miles using their low-frequency language that is imperceptable to those without keen hearing and form colonies that can number in the hundreds. A colony generally settles in a vast forest though it's not unheard of to find a colony in jungles, swamps or even a particularly cavernous mountain range.


Fission and fusion. Thunder bat colonies share a common roost centrally located within its territory but spilt into smaller groups during hunts, usually consisting of intermediate family but groups of rebellious youths are not uncommon.


Regardless of relation a thunder bat is staunchly loyal to the colony, almost always acting with the interests of the collective in mind and dropping any disagreement, dislike or rivalry with one another in the face of a threat.


Good neighbours. Gregarious and curious thunder bats keep an ear out through the region becoming familiar with who or what lives where within it, sometimes establishing relations with local communities that prove friendly, happily trading shiny metals the small races are so fond of and any trinkets they may find in return for exotic sweets, seasonings, spices, and wines.


While they don't take it upon themselves to root out every evil in the region, as some nosy dragons do, a colony will gladly oppose creatures foolish enough to harm their friends or commit evil openly.


Goblin Guardians. Thunder Bats largely view goblins as misled and misguided kin, should they see an opportunity they depose any despotic influences and form a symbiotic partnership with a goblin tribe, developing a nigh unbreakable bond with each other. The bats defend the tribe from those that might seek to dominate them and provide even-tempered counsel.


Often to the surprise of other races and even themselves goblin tribes living with a bat colony find themselves becoming more selfless and lawful as the relative safety provides opportunity to do more then focus on purely survival, while the loyalty of the colony sets an example they find easier and easier to follow with the passing years. The goblins focus turns toward meeting the needs of the whole, through activities such as farming, hunting, and wine making.


After a handful of generations goblin newborns start to occasionally be born as Bat Goblins, given enough time they become the dominant subtype of goblin within the tribe as the line between bat and goblin fades.


Ethereal Echos. While thunder bats may respect and even become fond of some gods as a rule they do not worship any. Having faith instead in the colony which manifests as an echo of it forming on the Border Ethereal, when a Thunder Bat dies it becomes a ghostly Echo Bat in the ethereal colony until such time as it is reborn into world of the living.


The echo bats are largely content to watch from afar, interfering with the living only when called on but even then largely restricting themselves to offering guidance, often the vague and ambiguous kind. The exception to this is matters concerning outsiders, the meddling and predations of extra-planar entities drives an ethereal colony into a cold anger which can give even the immortal and ancient pause.


Should the worst come to pass and the living colony be wiped out its echo plays a vital role in preventing a final end of the colony, the oldest amongst the echo bats may sacrifice itself in a ancient rite to enable the rebirth of thunder bats amongst the nearest mundane bat colony, these thunder bats are born as a mundane bat, growing rapidly into its true form once it reaches maturity.

Age Categories

Category Size Age Range
Juvenile Small 5 years or less
Younger Medium 6-250 years
Elder Large 251-750 years
Ancient Huge 751 years or more

Thunder Bat (Juvenile)

Small fey, lawful good


  • armour Class 16 (natural armour)
  • Hit Points 28 (5d8 + 5)
  • Speed 10 ft., climb 15 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 5 (-3) 12 (+1) 10 (+0)

  • Saving Throws Dex +3, Con +3, Wis +3
  • Skills Perception +5, Stealth +3
  • Damage Immunities thunder
  • Senses blindsight 20 ft., darkvision 30 ft., passive Perception 15
  • Languages Thunder Bat, understands Gobaloi (Thunder Bat) and Common but can't speak them.
  • Challenge 2 (450 XP)

Echolocation: The bat can’t use its blindsight or darkvision while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Grip: The bat has advantage on Strength (Athletics) checks that rely on foot grip. Additionally if the bat can attain a firm grasp, it can hang from its feet for up to 8 hours without the need to make an ability check, even while asleep.

Flyby: The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) thunder damage.

Piercing Screech (recharge 5-6): The thunder bat emits a high-pitched screech in a 15-foot cone that ignores cover. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (5d6) thunder damage on a failed save, or half as much damage on a successful one. This can be heard in a 30 ft. radius.

Creatures without Echolocation within 15 ft. who hear this needs to succeed on a DC 8 Constitution check or become deafened for 1 round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures with Echolocation within 15 ft. who hear this has double range for their Echolocation senses for 1 round.


Thunder Bat (Younger)

Medium fey, lawful good


  • armour Class 17 (natural armour)
  • Hit Points 105 (14d10 + 28)
  • Speed 15 ft., climb 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 11 (+0)

  • Saving Throws Dex +5, Con +5, Wis +5
  • Skills Perception +8, Stealth +5
  • Damage Immunities thunder
  • Senses blindsight 40 ft., darkvision 60 ft., passive Perception 18
  • Languages Thunder Bat, Gobaloi (Thunder Bat), understands Common but can't speak it.
  • Challenge 6 (2,300 XP)

Echolocation: The bat can’t use its blindsight or darkvision while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Grip: The bat has advantage on Strength (Athletics) checks that rely on foot grip. Additionally if the bat can attain a firm grasp, it can hang from its feet for up to 8 hours without the need to make an ability check, even while asleep.

Flyby: The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Dauntless: The bat has advantage on saving throws against being frightened.

Actions

Multiattack: The bat makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) thunder damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


Piercing Screech (recharge 5-6): The thunder bat emits a high-pitched screech in a 30-foot cone that ignores cover. Each creature in that area must make a DC 15 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one. This can be heard in a 60 ft. radius.

Creatures without Echolocation within 30 ft. who hear this needs to succeed on a DC 11 Constitution check or become deafened for 1d6 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures with Echolocation within 30 ft. who hear this has double range for their Echolocation senses for 1d6 rounds.


Thunder Bat (Elder)

Large fey, lawful good


  • armour Class 18 (natural armour)
  • Hit Points 146 (16d12 + 42)
  • Speed 20 ft., climb 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 8 (-1) 16 (+3) 12 (+1)

  • Saving Throws Dex +9, Con +8, Wis +7
  • Skills Perception +13, Stealth +8
  • Damage Immunities thunder
  • Condition Immunities deafened
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Thunder Bat, Gobaloi (Thunder Bat), understands Common but can't speak it.
  • Challenge 13 (10,000 XP)

Echolocation: The bat can’t use its blindsight or darkvision while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Grip: The bat has advantage on Strength (Athletics) checks that rely on foot grip. Additionally if the bat can attain a firm grasp, it can hang from its feet for up to 8 hours without the need to make an ability check, even while asleep.

Flyby: The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Dauntless: The bat has advantage on saving throws against being frightened.

Legendary Resistance (1/Day): If the bat fails a saving throw, it can choose to succeed instead.

Actions

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

Bite: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) thunder damage.

Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Wing Attack: The bat beats its wings. Each creature within 10 feet of the bat must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The bat can then fly up to half its flying speed.


Piercing Screech (recharge 5-6): The thunder bat emits a high-pitched screech in a 60-foot cone that ignores cover. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (10d6) thunder damage on a failed save, or half as much damage on a successful one. This can be heard in a 120 ft. radius.

Creatures without Echolocation within 60 ft. who hear this needs to succeed on a DC 15 Constitution check or become deafened for 1d10 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures with Echolocation within 60 ft. who hear this has double range for their Echolocation senses for 1d10 rounds.

Deafening Shriek (recharge 5-6): The thunder bat unleashes an ear-bursting shriek in a 90-foot line that ignores cover. Each creature in that area must succeed on a DC 19 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) thunder damage, 14 (4d6) bludgeoning damage and is stunned until the end of your next turn and deafened for 1d10 minutes.

A creature can repeat the saving throw at the end of each of its turns, ending the temporary effect on itself on a success.

A creature that is already deafened becomes permanently deafened and has disadvantage on saving throws for Piercing Screech and Deafening Shriek.


Thunder Bat (Ancient)

Huge fey, lawful good


  • armour Class 20 (natural armour)
  • Hit Points 171 (18d10 + 72)
  • Speed 30 ft., climb 40 ft., fly 100 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 18 (+4) 10 (+0) 18 (+4) 14 (+2)

  • Saving Throws Dex +10, Con +10, Wis +10
  • Skills Perception +16, Stealth +10
  • Damage Immunities thunder
  • Condition Immunities deafened
  • Senses blindsight 80 ft., darkvision 120 ft., passive Perception 26
  • Languages Thunder Bat, Gobaloi (Thunder Bat), understands Common but can't speak it.
  • Challenge 20 (25,000 XP)

Echolocation: The bat can’t use its blindsight or darkvision while deafened.

Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Keen Grip: The bat has advantage on Strength (Athletics) checks that rely on foot grip. Additionally if the bat can attain a firm grasp, it can hang from its feet for up to 8 hours without the need to make an ability check, even while asleep.

Flyby: The bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Dauntless: The bat has advantage on saving throws against being frightened.

Legendary Resistance (3/Day): If the bat fails a saving throw, it can choose to succeed instead.

Actions

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

Bite: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) thunder damage.

Claw: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Wing Attack: The bat beats its wings. Each creature within 10 feet of the bat must succeed on a DC 19 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The bat can then fly up to half its flying speed.


Piercing Screech (recharge 5-6): The thunder bat emits a high-pitched screech in a 90-foot cone that ignores cover. Each creature in that area must make a DC 22 Constitution saving throw, taking 56 (16d6) thunder damage on a failed save, or half as much damage on a successful one. This can be heard in a 300 ft. radius.

Creatures without Echolocation within 100 ft. who hear this needs to succeed on a DC 18 Constitution check or become deafened for 1d10 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures with Echolocation within 100 ft. who hear this has double range for their Echolocation senses for 1d10 minutes.

Deafening Shriek (recharge 5-6): The thunder bat unleashes an ear-bursting shriek in a 120-foot line that ignores cover. Each creature in that area must succeed on a DC 22 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) thunder damage, 21 (6d6) bludgeoning damage and is stunned until the end of your next turn and deafened for 1d6 hours.

A creature can repeat the saving throw at the end of each of its turns, ending the temporary effect on itself on a success.

A creature that is already deafened becomes permanently deafened and has disadvantage on saving throws for Piercing Screech and Deafening Shriek.

Legendary Actions

The bat can take 2 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. The bat regains spent legendary actions at the start of its turn.

Detect: The bat makes a Wisdom (Perception) check.

Claw: The bat makes a claw attack.

Wing: The bat makes a wing attack.


Echo Bats (Juvenile, Younger, Elder, Ancient)

An echo bat uses the statistics it did in life with the following changes:

Undead


  • Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities thunder, cold, necrotic, poison
  • Condition Immunities deafened, charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Forceful Thunder: The thunder damage of its Bite, Piercing Screech, and Deafening Shriek actions is now force damage.

Decaying Touch: The bludgeoning, piercing, and slashing damage of its Bite, Claw, Wing Attack, and Deafening Shriek actions is now necrotic damage.

Ethereal Sight: The echo bat can see into the Ethereal Plane when on an adjacent plane, and vice versa with a range equal to it's blindsight.

Incorporeal Movement: The echo bat can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Undead Nature: An echo bat doesn't require air, food, drink, or sleep.

Actions

Etherealness: The echo bat enters the Ethereal Plane from an adjacent plane, or vice versa.

Horrifying Visage: Each non-undead creature within 60 feet of the echo bat that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years.

A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this echo bats Horrifying Visage for the next 24 hours.

The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.


Possession (Recharge 6): One living creature that the echo bat can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the echo bat; the echo bat then disappears, and the target is incapacitated and loses control of its body.

The echo bat now controls the body but doesn’t deprive the target of awareness. The echo bat can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, the echo bat ends it as a bonus action, or the echo bat is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the echo bat reappears in an unoccupied space within 5 feet of the body. The target is immune to this echo bats Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Eye of the Storm


Wondrous Item, Very Rare, 0.1lbs


Requires Attunement


A dull silver orb that changes size to the eye of last creature with eyes to touch it, when held a gentle humming can be felt coming from it. To attune to the eye, you must gouge out your own eye and press the Eye of the Storm into the empty socket. The eye grafts itself to your head and remains there until it is torn out or you die.


Once in place, the eye transforms into a pale silver eye with a pupil that faintly glows like lightning within a storm cloud, much like that of a Thunder Bat. If the eye is ever removed, you fall unconscious for 1d4 hours and have disadvantage on perception checks that rely on sight while the socket lacks a functioning eye.


While you are attuned to the eye you gain the following benefits:


Deafening Voice: At will your voice booms up to three times as loud as normal. Each creature within 5 feet who hear this needs to succeed on a DC 10 + your proficiency Constitution check or become deafened for 1d10 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Forecast: As an action you hold your open hand infront of you and create a tiny, harmless sensory effect floating above the palm that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.


Thunderer: You know the Thunderclap cantrip and the Booming Blade cantrip. Constitution is your spellcasting ability for these spells.


The eye has 4 charges. You can use an action and expend 1 charges to cast one of the following spells from it:


Thunderwave, Thunderous Smite, Thunder Step.


Constitution is your spellcasting ability for these spells. The eye regains 1d4 + 4 expended charges daily at dawn. When you cast a spell with the eye they don't require components.

Booming Bracelet


Bracelet, Uncommon, 0.1lbs


Requires you to be attuned to an Eye of the Storm


A bleached white bone bracelet with the visage of a monstrous bat carved onto it, when held or worn a gentle humming can be felt coming from it. As an action, or as part of the Attack action once for each attack you make, you can create a Booming Javelin in your empty hand. You are proficient with it while you wield it.


A Booming Javelin disappears after it hits a target, travels 120 feet, if it is more than 5 feet away from you for 1 minute or more, if you dismiss the weapon (no action required), or if you die.

Booming Javelin


Melee Weapon (Simple, Javelin), 1d6 Thunder, Uncommon, Range, Thrown, 30/120, 0lbs


A translucent cloudy white quartz javelin sheathed in humming energy, the humming is audible within 15 feet. It makes a boom of thunderous sound which can be heard within 120 feet of the point of impact.

Thunder Lance

Melee Weapon (Martial, Lance), 1d12 Piercing, Rare, Reach, 1lbs


Requires you to be attuned to an Eye of the Storm


A lance of translucent cloudy white quartz bleached white bone handle with the visage of a monstrous bat carved into the end of the handle, when held a gentle humming can be felt coming from it.


While holding the lance, you can use a bonus action to cause the point of it to become sheathed in invisible humming energy, the humming energy disappears when you dismiss it (no action required) or when you let go of the lance, the humming is audible within 10 feet. While the humming energy exists, this magic lance has the finesse property, ignores half cover and three-quarters cover, and deals thunder damage.


Once per turn if you move at least 20 feet in a straight line immediately before making a melee weapon attack with this weapon that hits the target takes an extra 1d8 thunder damage and is pushed a distance equal to half the distance you travelled away from you.


If the target is a creature it must succeed on a DC 10 + your proficiency Strength saving throw or be knocked prone. The impact causes a thunderous boom that is audible within a radius equal to double the distance you travelled.

Shrieking Spear

Melee Weapon (Simple, Spear), 1d6 Piercing, Very Rare, Versatile, 2lbs


Requires you to be attuned to an Eye of the Storm


A spear head of translucent cloudy white quartz upon the end of a bleached white bone shaft with the visage of a monstrous bat carved into one end, when held a gentle humming can be felt coming from it.


While holding the shaft, you can use a bonus action to cause the head of the spear to become sheathed in invisible humming energy, the humming energy disappears when you dismiss the it (no action required) or when you let go of it, the humming is audible within 10 feet. While the humming energy exists, this magic spear has the finesse property, ignores half cover and three-quarters cover, and deals thunder damage.


Once per turn as an action you can thrust the spear forward unleashing an ear-bursting shriek in a 60-foot line that ignores cover. Each creature in that area must succeed on a DC 10 + your proficiency Dexterity saving throw. On a failed save, the creature takes 7 (2d6) thunder damage, 7 (2d6) bludgeoning damage and is stunned until the end of your next turn and deafened for 1d10 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the temporary effect on itself on a success. A creature that is already deafened becomes permanently deafened.

Screeching Shortbow

Ranged Weapon (Martial, Shortbow), 1d6 Piercing, Very Rare, Range, Two-Handed, 80/320, 2lbs


Requires you to be attuned to an Eye of the Storm


A bleached white bone bow with the visage of a monstrous bat carved into both ends, when held a gentle humming can be felt coming from it. While holding the bow you can use a bonus action to cause the string to become sheathed in invisible humming energy, the humming is audible within 10 feet, the humming energy disappears when you dismiss the it (no action required) or when you let go of it. While the bow is humming it has the following additional properties:

  • The bow now deals 1d8 piercing damage

  • Has a range of 150/600

  • No longer requires Ammunition. When the string is released without an arrow nocked it fires an arrow of shrieking energy that deals 1d8 thunder damage and emits a piercing screech that is audible within 120 ft. of the point of impact.

  • A creature without Echolocation within 60 ft. of the point of impact who hear this needs to succeed on a DC 10 + your proficiency Constitution check or become deafened for 1d10 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that is already deafened becomes permanently deafened.

  • Creatures with Echolocation within 60 ft. who hear this has double range for their Echolocation senses for 1d10 rounds.