Yellow Bats
YELLOW BATS by Reagren Wright
Even before the Elf/Dwarf Wars, yellow bats plagued the Palladium World. No one is sure of
their origin, although some scholars believe they emerged from the Great Rift (which would
explain their huge numbers in the Land of the Damned). These bright, lemon yellow bats live in
dark and gloomy places, preferable underground or in ruins. A yellow bat can be found alone
or living gregariously in flocks numbering between four and twenty-four (4D6). For the longest
time the average humanoid thought them harmless (unless provoked), for they never seem to
bother anyone, that is until a wizard or someone who was psychic came along, then the bat
or the entire flock swarmed all around them. Yellow bats have a lot in common with faerie
folk. They are creatures of magic, but in truth they are psychic vampire who feed on P.P.E
and I.S.P., but only from magical or psychic beings. They will not harm normal beings, even if
they possess a high amount of P.P.E. (elf children for example). As long as the individual is
not psychic or a magic practitioner (priests are ignored until they reach spell casting level), a
yellow bat will ignore this individual unless he or she has a magic object or weapon on their
person. A yellow bat has the ability to drain P.P.E. and I.S.P. from either touching the
being/object or from ten feet (3 m) away. Practitioners of Magic must make a saving throw of
15 or better (M.E. attribute bonus can be used) or the bat will absorb 30 P.P.E. If the person
casts a spell and the P.P.E. necessary to make the spell work is less then 30, then the entire
spell will be absorbed by the bat, resulting in no effect or result whatsoever. If the bat is hit
with a spell that cost more than 30 P.P.E., a limited effect and amount of damage will occur.
However, if a spell was cast more then a minute earlier (Armor of Ithan for example), the bat
cannot absorb the magic. The bat will have to make a saving throw, and if it’s not saved will
suffer the normal magical effect, duration, penalty, and damage.
Psychics are also prey for these bats. All psychics must make a saving throw of 15 or better
(M.E. attribute bonus can be used) or they will lose 30 I.S.P. per attack. Even more
annoying, yellow bats are impervious to psionics, as any I.S.P. used against them will be
absorbed. However, one could use telekinesis to toss an object at the bat, but to use
telekinesis on the bat will only result in the bat draining the I.S.P. Note: Recovery of
lost I.S.P. and P.P.E. is the same as the standard amount.
Yellow bats also go after magic weapons and items. They can either touch or drain its magic
from 10 feet (3 m) away. If this occurs the weapon will be made temporarily normal, losing all
its magical properties and abilities for three hours (rune and millennium weapons are only
affected for one minute). Note: Striking the bat with a magic weapon might kill it, but the
weapon will still become powerless. The same things will happen if they touch or drain a
magic/enchanted object (armor, ring, talisman, carpet, potion, etc). All its properties and
abilities vanish for 3 hours. Of course yellow bats favorite prey are supernatural beings and
creatures of magic, they will feast upon them until they are full (600 P.P.E.) then leave for 24
hours then come back and feast again. So powerful are these bats they could effectively
keep an ancient dragon or major elemental powerless and unable to use its P.P.E. or I.S.P.
The more bats encountered the worst it will be for the creature or being. Using Mind Block,
P.P.E. Shield, and Mask I.S.P. & Psionics are about the only ways of shielding oneself from
these psychic vampire bats. They are vulnerable by some of the protections used against
faerie folk. Of course normal folk as long as they do nothing to the bat will remain untouched.
Alignment: Considered anarchist, they cannot be domesticated or trained.
Hit Points: 2D4
S.D.C.: 2D6
Horror Factor: For Practitioners of Magic and Psychic Character Classes (P.C.C) seeing one is a 10, if more than four are encountered, it’s an 18. For supernatural beings and creatures of magic its 8 for one and 16 for more than four.
P.P.E.: 1D6x10 but can siphon and store up to 600, they cannot draw on the P.P.E. around them from ley lines and nexus points, they can only siphon P.P.E from living beings, supernatural and creatures of magic, magic weapons/items, and spells, talents, and abilities that utilize P.P.E. Going over 600 P.P.E. will not harm the bat, however each 10 points over 600 reduces their flight speed and range by 10%. If they eat too much, they become immobile for 2D6 hours or they will have to burn the excess of using their psychic abilities.
I.S.P.: 60 but can convert their P.P.E into I.S.P. (1 P.P.E. equals 4 I.S.P.)
Natural Abilities: Fly, Nightvision 100 feet (30.5 m), keen hearing and sense of smell, echo-location, see the invisible, sense psychic and magic energy 80% (same as 10th level psychic sensitive), sense supernatural beings 80% (same as 10th level psychic sensitive), special psychic vampire (impervious to spell magic, talents, and abilities that cost 30 P.P.E., those that cost more then 30 P.P.E. inflict only 1/3 normal damage, duration, effect, and penalty), their touch will drain magic weapons/objects of all magical properties and abilities for 3 hours, and their impervious to psionics.
Saving Throws: +5 to save vs. spell magic (not wards or circles), +12 to save vs. Horror Factor, +6 to save vs. mind controlling drugs and potions, and +7 to save vs. possession.
Vulnerabilities: Same as faerie folk, however turning clothes inside out, tying red ribbons, and using horseshoes has no effect on them. They cannot absorb magic from wards or circles because the ambient P.P.E. has already been used up in their creation.
Attacks Per Melee: Two attacks per melee
Damage: Bite does 1 point of damage.
Bonuses: +3 on initiative, +1 to strike, and +3 to automatic dodge.
Magic: See natural abilities.
Psionics: Bio-Manipulation, See Aura, Presence Sense, Sense Evil, Sixth Sense, Sense Magic, and Sense Dimensional Anomaly. Equal to a 10th level Master Psychic.
Speed: 4 crawling, 25 flying (17.5 mph/28.1 km).
Value: 1000 gold alive (for alchemical and summoner purposes) and 25 gold dead (for alchemical purposes). However, a high level mage, master psychic, or dragon might pay a fortune to have a flock of these pests remove from his or her home.
Average Life Span: 50 years Habitat: Dark and gloomy locations, underground dwellings, and dungeons. They will go anywhere there is a strong source of magic or psychic energy
Range: Anywhere in the Palladium World, however they are heavily concentrated in the Land of the Damned.
Language: None
Enemies: Supernatural creatures and creatures of magic considered them the ultimate pest, the equivalent of leaches. They are destroyed on sight. Users of magic, major and master psychics fear these annoying creatures that can leave them drained and powerless.
Allies: None.
Size: Body: 5-6 inches (12.7-15.24 cm), wingspan 12-14 inches (30.48-38.1 cm), tail 1-1½ inch (2.54-3.81 cm).
Weight: 8-10 oz (.22-.28 grams).