Alignment: Neutral
Movement: 60' (20') Fly: 240' (80')
Armor Class: 5
Hit Dice: 7
Attacks: 1 (bite)
Damage: 4d6
Save: L4
Morale: 8
Hoard Class: None
Leatherwings are giant mutant bats that can be used as flying mounted steeds.
Leatherwings aren't much good in a fight, only able to bite with their large fanged mouth. However, if they successfully bite, they'll do 4d6 hit points of damage due to their size and strength. Also, just like the Giant Bat (MF rulebook, pg. 61), Leatherwings have a paralysis potion in their saliva, causing paralysis in a bitten enemy for 1d10 rounds unless a save versus poison is successful.
Leatherwings aren't naturally violent unless provoked. Once "broken," they are as tame as any horse or beast of burden. They are able to carry up to 300 pounds and fly at their full movement rate. They can carry between 301 and 600 pounds and still become airborne, however they move at half their airborne movement rate. They are unable to take flight once they are carrying more than 600 pounds.
Mutations: gigantism, toxic weapon
NOTE: This creature is inspired by the episode “Raiders of the Abyss” from the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian.” Stay tuned each week for “Thundarr Thursday”!
Hey, a double feature Thundarr Thursday post this week? I like this bat creature - it reminds me so much of the bat mounts of the greenskinned mutants at the last part of the old animated Heavy Metal Movie- the episode featuring Taarna the Tarakian.
ReplyDeleteOh, there have been many other double-ups on Thundarr Thursday. Usually it's two creatures though. This week I decided on two facets from the same episode - a creature and a weapon.
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