Sandbat

Created by Jon Mattson 


FREQUENCY: Rare
NUMBER APPEARING: 1
ARMOR CLASS: 5 (2)
MOVE: 6” (24”)
HIT DICE: 5 + 1
% IN LAIR: 90%
TREASURE TYPE: See below
NO. OF ATTACKS: 1 or 1
DAMAGE/ATTACK: 2-8 or 1-
3
SPECIAL ATTACKS: Sting;
Surprise on 1-5
SPECIAL DEFENSES: See
below
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (6 1/2’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
MONSTER LEVEL: VI
EXPERIENCE VALUE:
400 + 6/hit point

Sandbats are manta ray-like creatures found only in desert regions,
large seashores, and other sandy areas. A sandbat will lie buried just
beneath the sand with only its raised, frog-like eyes sticking out until
someone walks within ten to twenty feet of it. Then the creature will
strike suddenly, shooting up out of the sand (spraying grit in its
victim’s eyes 20% of the time, thus blinding him for 1-2 melee rounds)
and surprising opponents on 1-5 on a six-sided die.
Though these beasts can glide only 6” per turn normally (and then
only for short distances), they travel at up to 24” per turn when first
striking (and so are armor class 2 instead of 5 on the first round). In
fact; they move-so quickly and silently that only a person with Dexterity of 17 or 18 has even a small chance of ducking out of their way
even If he is not surprised (25% chance with Dexterity of 17; 40%
with Dexterity of 18). If the person is surprised, the creature will attack
him with one free round, and the victim gets no Dexterity defense
bonus on that round.
A sandbat will always bite for 2-8 points of damage when it first
strikes, but thereafter there is a 50% chance each round that it will use
the stinger on the. end of its snaky tail instead. This sting does 1-3
points of damage when it hits, and will paralyze the opponent on the
next round if he does not make his saving throw versus paralyzation.
This paralysis lasts for 30 rounds minus the victim’s Constitution
score, In addition, the victim will lose 4 strength points when the
paralysis wears off, gained back at a rate of 1 per turn thereafter. Once
the sandbat has paralyzed one opponent, it will attempt to drag him
into its lair under the sand to devour him (it must score a hit with its
mouth to do so, but it will only use its mouth on an already-paralyzed
opponent and it receives plus 4 hit probability to hit such a victim, in
addition to the loss of the victim’s Dexterity defense bonus). Only a
direct, damaging hit on the creature will prevent it from dragging off a
victim, and it will usually (70%) ignore attackers in its attempt to drag
off the victim

If hard pressed (down to 5 or fewer hit points or greatly outnumbered), a sandbat will attempt to escape by diving into the sand
and blowing up a thick cloud of grit behind it (effectively blinding
would-be chasers for 1-6 rounds).
A sandbat will typically have only types J and K treasure scattered

about its lair under the sand (from previous victims) with a slight
chance (15%) of having a larger hoard (types L, M, and Q added).
However, its stomach or gizzard will often (70%) contain 1-6 gems
(which it uses to help digest its food).
Description: As mentioned previously, sandbats look rather like
large, khaki-colored manta rays, with jutting eyes like those of a frog
and huge maws full of dagger-like teeth. They have flexible skin
“wings” and long, whip-like tails with scorpion-type stingers.

Swampbats

Swampbats are distantly related to sandbats, and, as such, have
many of the same attributes. However, swampbats (as their name implies) live principally in dark, marshy areas where they float on the
surface of the water, looking rather like large plants (lily pads), until
someone gets close enough for them to strike, when they will lash out
as does a sandbat. Though these creatures do not have stingers like
their cousins, their maws are larger and are lined with hundreds of
tiny, needle-like teeth (rather like that of a leech). When a swampbat
scores a hit, it injects a poison into the victim which will anesthetize
him for 1-4 normal turns unless he makes his saving throw versus
paralysis, in addition to doing the usual 2-8 points of damage. The bat
will then cling to its victim with hook-like fangs and drain his blood at a
rate of 5 points per round, up to a maximum amount equalling the
creature’s original hit points or until the victim is killed.
Of course, swampbats cannot spray sand behind them as do sandbats, but they can dive underwater if hard pressed (they have gills),
and can swim at 9” per turn. They can glide, as do sandbats, at 6” per
turn (24” on the first striking round), but only for a maximum of 2
turns.
Swampbats do not have any lair treasure except type Q (20% of
the time), which will be hidden under nearby rocks (underwater) for
storage, but they have the usual sandbat treasure in their gizzards.
Except for the information noted here and for the fact that 1-4
swampbats will be in any given area, these creatures are treated exactly like sandbats.
Description: Swampbats appear much the same as sandbats but are
dark green in color with pale green and blue splotches. They have no
stingers on the end of their snaky tails, but their maws are round and
full of hundreds of tiny, needle-like teeth.
NOTE: The referee may rule that anyone who is near a swampbat
or sandbat (but not close enough for it to strike) has a 10% chance per
turn of noticing its eyes (double this if searching). This chance is increased by 10% at night or in darkness because the eyes glow
(though it will be harder to tell what they are).
 
Dragon - Monsters - Dragon 42