Pale, gaunt wood giants who sprout leathery wings and vampire fangs, these true lycanthropes rule mountain caves as screeching, meat-hungry flocks that feast even on their own elderly.
Giant werebats are the evil kin of the benevolent wood giants, born with the power to become enormous bats whenever they wish. A true giant werebat has three shapes. As a giant it is tall, lean and ghostly pale, dressed in loose garments that fall away fast when it needs to change. As a beast it becomes a huge bat (a mobat) in every respect, except that it has 8 Hit Dice (a normal one has 4-6) and adds +2 to its THAC0. The hybrid is the most frightful: smoke-gray skin bristling with short black hair on the shoulders and legs, arms stretched into wings spanning 12-16 feet, and a pair of long, vampire-like fangs.
Every true giant werebat can use all three forms. An infected one has a 75% chance of being limited to two, humanoid plus either the hybrid or the bat.
Any form can fight, but the hybrid is the favorite. As a giant the creature uses whatever weapon it likes, often smearing the blade with poison, and as a bat it fights exactly like a huge bat. The hybrid is deadliest, raking with long claws for 2d4 each or biting for 3d4. Each point of damage it deals carries a 2% chance of passing on lycanthropy to any humanoid. Wood giants infected this way become giant werebats themselves, which is the creatures' preference; other humanoids turn into ordinary werebats marked by the same smoky coloring.
Once per turn, the hybrid can let loose a shrill shriek at the start of a round, which costs it no attack. Everyone within earshot automatically loses initiative that round, and anyone who fails a save vs. breath weapon is left stunned for 1d4 rounds.
These lycanthropes live in tribal flocks in mountain caverns, typically 1d12+3 males, twice that many females and 2d6 young. A single despot, larger and stronger than the rest, rules with an iron claw, with one extra Hit Die, a +1 THAC0 bonus and +2 damage. Flock life revolves around eating and breeding and little else. In 60% of flocks, 1d10 common werebats serve the flock as scouts and lackeys.
Each mating yields a single child, always of the parents' kind, though 5% cannot take one of the three forms (usually the bat) and 2% cannot change shape at all. Those born without the gift are generally driven out and live as embittered hermits. A pairing between a giant werebat and a wood giant has an even chance of producing a giant werebat; if the baby is a wood giant instead, it has a further 50% chance of being an infected lycanthrope.
They occupy a place much like their wood giant relatives, but live more crudely and eat far more meat, so cattle and other big herd animals grow scarce near a flock's cave. Wood giants are their only natural foes, and that feud is about hatred rather than food. The other threat is the flock itself: when hunting is poor, giant werebats will eat their weak and old.
More: Monsters starting with G · Dragon Magazine monsters · All monsters A-Z
Related: Giant Werebear [Lycanthrope] · Kesrin [Unique Weretiger] · Loup de Noir [Lycanthrope] · Loup-garou [Lycanthrope] · Lycanthrope Overview · Lythari [Lycanthrope] · Rat King [Lycanthrope] · Seawolf [Lycanthrope] · Werealligator [Lycanthrope] · Werebaboon [Lycanthrope] · Werebadger [Lycanthrope] · Werebat [Lycanthrope]
| Climate/Terrain | Hilly woodlands/caves |
|---|---|
| Frequency | Very rare |
| Organization | Flock |
| Activity Cycle | Nocturnal |
| Diet | Carnivorous |
| Intelligence | Average to very high (8-16) |
| Treasure | D, U |
| Alignment | Chaotic evil |
| No. Appearing | 1-4 |
| Armor Class | 5 (7 in bat form) |
| Movement | 12, fly 15 (D) |
| Hit Dice | 8+4 |
| THAC0 | 12 |
| No. of Attacks | 3 |
| Damage/Attack | 2-8/2-8/3-12 |
| Special Attacks | Sonic screech; -4 penalty to opponent's surprise rolls |
| Special Defenses | Hit only by silver or+ 1 or better weapons; resist spells as elves. |
| Magic Resistance | Nil |
| Size | L(9-10') |
| Morale | Steady (1112) |
| XP Value | 1,800 |