Fungus Bat

Fungus Bat

A strange mass of what appears to be mushrooms trailing long, writhing tendrils flies out of the darkness toward you.


Fungus Bat

XP 50 ()

Unaligned Medium ()

Initiative +1


DEFENSE

AC 11

hp: 16 (3d8 + 3)

Immunity: Psychic damage; fright, stun, unconsciousness


OFFENSE

Speed: 30 ft., fly 60 ft.

Melee Attack—Bite: +3 to hit (reach 5 ft.; one creature). Hit: 1d8 + 1 piercing damage and the target must make a successful DC 11 Con saving throw or suffer the effect of fungus bat poison (see below).


STATISTICS

Str 11 (+0), Dex 12 (+1), Con 13 (+1),

Int 1 (–5), Wis 10 (+0), Cha 1 (–5)

Languages: None

Senses: Blindsight 60 ft.


TRAITS

Fungus Bat Poison: A creature that fails a DC 11 Con saving throw against fungus bat poison suffers the usual effects of being poisoned. In addition, if the creature typically moves around on legs, it loses the use of its legs for 1d4 rounds. It falls prone immediately, and it can’t stand up again until after the 1d4 rounds have elapsed. A successful saving throw against fungus bat poison does not impart any immunity against future poisonings.


ECOLOGY

Environment:

Organization: Solitary, pair, patch (3–6), or field (6–15)

Fungus bats are found only in deep and more extensive regions of the world, for they are a very deep-dwelling species. They are uncommon everywhere, however; their colonies are small and few. It is believed they were more numerous in the distant past, but other creatures hunted them near to extinction.

A fungus bat resembles a mass of lumpy mushroom caps with leathery wings. A pair of long tails flap behind it when it flies, giving it a deceptively ungraceful appearance. Their bite carries a venom that affects the lower spine, paralyzing the legs. It’s a short-lived effect, but dangerous—fungus bats tend to swarm creatures that are on the ground to the exclusion of other targets.