New Race: The Lethorat (needs work) [Archive] - Wizards Community

Post/Author/DateTimePost
Muglock

07-17-07, 04:06 AM
In my spare time, I was mulling over a bunch of DnD books, and realized there hasnt been a true Bat-man created as a humanoid race yet, Lycanthropy, sure, Were-bats arent Bat-men though.
Heres what I created... I think I overpowered it, I want a more balanced race, but I just think Bat's are so naturally powerful and awesome...

The Lethorat
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The Lethorat are a race of fiendish Bat-men known only for their trickery and deceit. Though not typically outright evil, these creatures do what they must to survive, rarely looking upon other humanoids as equals, but as a food source. Their abilities challenge other races; they are gifted from birth with an upper hand.

Personality:
The Lethorat are always sarcastic, their twisted sense of humor and sadistic enjoyment of distributing pain amalgamated together to form a rather warped personality. The Lethorat are generally slap-happy, treating everything with a crazed outlook. In one hand they feel sorry for a puppy being tortured, but on the other hand they are the ones torturing it in the first place. Because of their generally psychotic attitude, most other races loathe coming in contact with these Bat-men. They are typically vagabonds, filthy, rude and liars. They do whatever it takes to put them at the top, and fly away laughing when those below them fall. They might tell a particularly dull companion to run into a room full of deadly traps just so they can fly in after they have been set off to loot the treasure for themselves. Or, instead, they might be the ones leading the rest of the party on a wild goose chase purposely for their own motives. While all these slap-happy qualities make the Lethorat a rather strange race, they’re not limited to humor. Some members of their race are stuck up to the highest degree, so arrogant they become stupid; they would challenge a red dragon without the slightest thought of losing. Still others in this race treat life as a dark, unhappy world they are stuck in until death, and tend to succumb into the darkness, staying away from humanoid contact period.

Physical Description:
The Lethorat is a humanoid Bat or “Bat-man”.
A normal Lethorat stands from 6’6” to 7 feet tall.
A male Lethorat of full height can weigh between 150 to 250 pounds.
The Lethorat are a tall, gangly race. They generally have fur colored either blood red, or jet black and have willowy, leather wings underneath their long thing arms. A Lethorat has sharp fangs, a protruding, stumpy snout and they have huge fur covered ears that stick straight up into the air. Their long fingers stretch into deadly orange crust covered claws, and their eyes spawn an inner glow when light hits them. They have muscular legs and large, heavy wings. A Lethorat has a wing span of about 20 feet. About halfway along the edge of each wing is a black, fur covered hand with three human-sized fingers and an opposable thumb. Though the wings cannot grasp during flight, they are just as useful as human hands when landed. Their powerful legs support them well, and their feet end in four razor sharp claws, three in front and one from the heel. While standing, a Lethorat is normally slumped forward at the shoulders, keeping its wings folded inward as to hold its weapon in front of itself.
The average life span of a Lethorat is 40 years, though some rumors exist of a Lethorat reaching over the age of 60, this one is obviously long gone.

Relations:
Because of the insatiable appetite for flesh and blood all Lethorat are born with, they are quite common on the outskirts of society, waiting to join an adventuring party just so they can devour every last one of their new allies. Not all Lethorat, however, take what they want. Some people are happy to hand over extra meat they have from that last slain troglodyte or troll to a starved Lethorat, looking up their hunger as a poor birth defect. But what comes in benefit the most for a Lethorat, is after a battle. Lethorat are more than welcome as clean up crews, for they will drink and lick the entire chamber dry of all blood or excess flesh they want. This way a Lethorat does not have to endanger his own party, and is why Lethorat are more successful with other outcasts than in full society. Though they typically do not have alliances with cities, and are most of the time told to exit, there is nothing stopping an honorable Lethorat from becoming a valued member in a society, if but only their appearance.

Alignment:
The Lethorat are a sadistic, rebellious race and as such, are not typically affiliated with any sort of lawful alignment. The most common Lethorats harbors on evil, but the more common Lethorats have adopted a chaotic neutral alignment for the sake of fitting in.

Lethorat Lands:
Lethorat favor caves in lightly wooded, temperate regions as their homes. From here, they can fly out and seek prey from which they can draw the blood necessary to satisfy their thirst. Lethorat caves are commonly home to only one family of Lethorats (two parents and 2 to 4 young). Though some of the daring Lethorat take up closer encampments to cities, this typically turns them towards the evil line of things. Human villages near a Lethorats encampment will certainly lose many citizens to the feasting of the ravenous creatures.

Religion:
Most Lethorat worship Erythunul, the God of Slaughter or Nerull, God of Death. However as more and more Lethorat wish to become more than just outcasts, they have converted to more acceptable religions.

Language:
Lethorat speak Common and Undercommon. A Lethorat can also learn any additional languages it wishes to, given provided time and interest.

Names:
Some suggested Male Lethorat names are: Vry, Kitchikor, Malik, Devir, Vlad, and Zatyr.
Some suggested Female Lethorat names are: Xrs, Zylnu, Salunce, Tystil, Vilince, Sesyr.

Adventurers:
Lethorat, feeling outcast from civilization for their monstrous aspects, typically find adventuring parties to either leech from or become good companions with. Many of whom are fellow wanderers and outcasts also. They can find good careers in becoming adventurers, typically putting their abilities to good use in a constructive manner rather than a negative manner.
Lethorat Racial Traits
• -2 Strength, +6 Dexterity, +2 Charisma: Lightweight but fast, the Lethorat are built for speed over bulk. The Lethorat are very frightening in appearance.
• Medium: As Medium creatures, Lethorat have no special bonuses or penalties due to their size.
• Lethorat land speed is 30. Their fly speed is 90 feet, with average maneuverability.
• +2 Natural Armor bonus.
• Natural Attacks: A flying Lethorat can attack with two talons (its feet), dealing 1d4 points of damage each while flying. A Lethorat on land can attack with his bite as a secondary attack, dealing 1d4 points of damage. (See special abilities)
• Supravision: Lethorat can see up to 120 feet in the dark.
• Creatures with Supravision can also see different types of magic, as well as heat sources, radar waves, electromagnetic energy and X-rays, and are completely at home in broad daylight, at night, or in total darkness. Creatures with Supravision are not affected by sources of light within their vicinity (unlike Darkvision). There eyes just switch over to a different spectrum.
• +4 racial bonus to Move Silently , +4 racial bonus to Hide, +2 bonus to survival, +2 to spot, +2 to listen and + 2 search checks, +2 bonus to knowledge (Nature), +2 bonus to wilderness lore, -8 racial penalty to Swim, -6 racial penalty to Climb: A Lethorats compact form and wings makes for excellent balance while running or when performing acrobatics. They have an acute sense of smell, sight, and hearing, and their lightweight, dark fur, and innate tactics give them excellent rogue like abilities. However, their huge thin wings and sloppy form almost insures drowning if they decide to swim, and they are no better at climbing either.
• Automatic Languages: Common, Undercommon. Bonus Languages: Any. A Lethorat can learn any language given time and interest.
• +2 Bonus to Fortitude and Reflex saves: Lethorat are stealthy, quick to act, and agile. They are also sturdy and are resistant to most poisons and diseases, while their fur gives them excellent protection against the elements.
• Favored Class: Rogue.
• When determining whether a multi class Lethorat suffers any XP penalty, his Rouge class does not count.
• +3 LA at the Dungeon Masters discretion.


Special Abilities/Disadvantages:
• Vampirism: Each successful bite and or grapple with an opponent allows you to infect the opponent with a poison that gives the target -1 on all attack rolls for 1d6 amount of rounds. You may also suck the life out of your opponent for 1d4 points of damage per turn you have them grappled and or successfully bite them, and transfer that damage to your hit point total, but you cannot surpass your total HP overall. The infectious bite can be resisted if the monster successfully makes a fortitude save higher than the Lethorat's constitution.
• Sonar: A Lethorat has an innate ability; Sonar. This ability makes a Lethorat immune to becoming blind and allows them to navigate areas just like normal even while their eyes are closed. This ability also allows a Lethorat to seek out any hidden and or invisible enemies or opponents within a 30 foot radius to them. To perform the second option, a Lethorat must take 2 rounds of “Sonar Seeking” to locate any hidden enemies.
• Innate Senses: A Lethorat has innate senses; it can see the world around itself in more than just three dimensions. A Lethorats sense of smell, sight, sound, touch and taste are all amplified. A Lethorat can in a way, sense atmospheric change, and as such typically knows when a storm is coming or anything relating to weather or geography automatically.
• SENSITIVITY: All Lethorats are weakened when in direct sunlight. A Lethorat gains sleep fatigue while in direct sunlight as if he had stayed awake two full nights without rest.
• FEAR: All Lethorat hate deserts and areas with little standing shade and or areas with little night time. While subjected to such an area, a Lethorat receives -2 on all skill checks and attack rolls.
• INSATIABLE HUNGER/THIRST: A Lethorat must feed upon mammal blood, particularly humanoid, at least three times within a 24 hour period to stop him from gaining attack penalties at minus 1 per missed feeding. However, a Lethorat must also feast upon humanoid flesh at least once within a 24 hour period, to stop from getting skill check penalties of -1 per missed flesh feast on all skill checks.
demi d20

07-20-07, 01:11 PM
Maybe you should check out the:
1) Desmodu, from Monster Manual 2
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_28.jpg
and
2) the Anthropomorphic template in Savage Species.