Sunday, December 7, 2025

Batsquatch: Terror from Mount St. Helens Mega Cryptid For Nightshift Veterans of the Supernatural Wars Rpg

 Batsquatch: Terror from Mount St. Helens


 

The Batsquatch is a powerful, flying cryptid often reported near Mount St. Helens and other mountainous regions of the Pacific Northwest. It combines the massive bulk of a Sasquatch with the chilling features of a gigantic bat. As a Game Master (GM) for Nightshift: Veterans of the Supernatural Wars, you can use the following stats and extended material to challenge your players.

Since a direct stat block for Batsquatch is not available in the core rules (based on my search), this is a custom block built using the conventions and mechanics of the Nightshift: VSW system, particularly its d20 checks and percentile skills.


 Batsquatch (Mega-Cryptid)

StatScoreBonus (P/S/T)
Strength (STR)18+3
Agility (AGL)14+1
Toughness (TGH)17+3
Intelligence (INT)8-1
Wits (WIT)12+0
Persona (PRS)10+0
Defense Value (DV)14 (Natural Armor)
Vitality (VIT)80
Attacks3 (2 Claws + 1 Bite or 2 Wing Slams + 1 Bite)
Melee Bonus+5 (STR bonus + Hit Bonus)
Ranged Bonus+1 (AGL bonus + Hit Bonus)

A gargantuan figure, nine feet tall, with thick blue-gray fur, massive leathery bat wings spanning up to 50 feet, and a face that is a nightmare blend of wolf, bat, and ape. Its eyes glow an unearthly yellow or red.

Special Abilities and Skills

AbilityBase %Notes
Hide30%Difficult to spot when perched in dense forest.
Perception60%Excellent hearing and low-light vision.
Fly (Movement)85%Its primary mode of travel; high maneuverability.
Intimidate50%The sheer horror of its appearance.

Attacks

  • Claw (Melee): $1\text{d}8 + 3$ (STR) Slashing damage. The Batsquatch attacks with two claws.

  • Bite (Melee): $1\text{d}6 + 3$ (STR) Piercing damage.

  • Wing Slam (Melee): $1\text{d}10 + 3$ (STR) Bludgeoning damage. Used in place of one or both claw attacks; can affect all targets in a 10 ft. cone (see Extended Material below).

Saves

SaveBaseNotes
Death+6High Toughness and Vitality.
Mental+3Resists psychic powers and mental manipulation.
Physical+5Resists toxins and physical ailments.

Extended Material and GM Notes

1. Mythology and Habitat

  • Origin: The first prominent sighting occurred shortly after the 1980 eruption of Mount St. Helens. Some believe the volcanic event somehow freed or awakened the creature from a deep, subterranean lair or perhaps a forgotten pocket dimension.

  • Habitat: Primarily mountainous forests, deep canyons, and cave systems in the Pacific Northwest (Washington, Oregon, and occasionally extending to California). It prefers areas with low human population and high forest cover for hunting.

  • Behavior: Highly predatory and aggressive. It hunts deer, livestock, and occasionally lone humans. It is generally a solitary creature, making it difficult to track.

2. Unique Powers

Electromagnetic Interference (Supernatural Power)

  • Effect: The presence of the Batsquatch generates a powerful field of paranormal energy that disrupts electronic and mechanical devices.

  • Rule: When a Batsquatch is within 50 feet of a vehicle (car, truck, snowmobile, etc.) or complex electronic equipment (radio, computer, advanced weaponry), the device has a 50% chance of suddenly stalling, failing, or malfunctioning at the beginning of each round. If a vehicle stalls, it takes a successful Toughness check (DC 15) to restart it in the following rounds.

Grasping Talons (Special Combat)

  • Effect: The Batsquatch can use its massive feet/talons to grapple a medium-sized or smaller creature and lift it into the air.

  • Rule: If a Claw attack hits a medium or smaller target, the Batsquatch can forgo damage to initiate a grapple. The target must succeed on a Strength or Agility check (DC 16) to avoid the grapple. Once grappled, the Batsquatch can fly up to its maximum movement (40 ft.) per round while carrying the target. The grappled target is considered Helpless for all other Batsquatch attacks, taking an automatic Bite attack in the next round.

Sonic Wing Slam (Area Attack)

  • Effect: The Batsquatch’s wings are so large and powerful that a single flap can create a stunning sonic boom or a powerful gust of wind.

  • Rule: As an attack, it can replace its two Claw attacks with a Wing Slam targeting a 10-foot cone or a 10-foot radius burst. All targets in the area take $1\text{d}10 + 3$ Bludgeoning damage and must make a Toughness Save (DC 14) or be Stunned for 1 round.

3. Weaknesses

  • Sonic/High Pitch Noise: Being a creature of the night with oversized bat-like features, it is highly sensitive to extreme acoustic stimulus.

    • Rule: Any loud, high-frequency sound (a Sonic Weapon, a specialized scream, or a loud explosion nearby) forces the Batsquatch to make a Toughness Save (DC 15). On a failure, its DV is reduced by 2 and its Ranged and Melee Bonuses are reduced by 1 for $1\text{d}4$ rounds as it is disoriented.

  • Silver: While not a true lycanthrope, its supernatural nature means it reacts poorly to refined silver.

    • Rule: Attacks made with Silvered weapons deal an additional $1\text{d}4$ damage.

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