Batfolk is a monster supplement for 5e that presents batfolk as disciplined nocturnal aerial hunters rather than simple beast-folk. These creatures dominate dark caverns, deep ravines, and night skies through superior hearing, coordinated flight, and precise echolocation. Instead of relying on brute strength, batfolk control the battlefield through mobility, darkness, and acoustic awareness.
The intent of this product is mechanical clarity and encounter variety without CR inflation. This ladder progresses from vulnerable colony young through increasingly specialized nocturnal roles, culminating in a colony matriarch capable of directing aerial assaults across the battlefield. The highest entry caps at CR 6 to remain settlement-scale threats rather than world-ending powers.
Batfolk encounters emphasize vertical positioning, darkness advantage, and coordinated strikes. They cling to cavern ceilings, strike from above, and use echolocation to track prey even in complete darkness. Removing their aerial advantage or disrupting their hearing can turn the tide of an encounter.
Cultural lore and motivations are intentionally minimal. Whether batfolk are mysterious cave dwellers, night-hunting forest spirits, or intelligent subterranean societies is left to the GM. Use these stat blocks as tools. What these nocturnal hunters ultimately want from the surface world is yours to decide.
Batfolk Pup (CR 0): Young batfolk still developing flight and echolocation, often found clinging to cavern ceilings.
Batfolk Roostkeeper (CR 1/4): Colony caretaker responsible for guarding roost entrances and raising alarm through piercing screeches.
Batfolk Night Scout (CR 1): Fast-moving aerial scout who tracks prey through echolocation and marks targets for the colony.
Batfolk Talon Raider (CR 2): Primary hunting warrior that dives from darkness with hooked claws and coordinated aerial strikes.
Batfolk Echo Shaman (CR 4): Mystic who manipulates sound and vibration to disorient enemies and guide allied batfolk.
Batfolk Night Matriarch (CR 6): Ancient colony leader whose perfect echolocation allows her to command the battlefield in darkness.
Eaglefolk is a monster supplement for 5e that presents eaglefolk as disciplined aerial hunters and guardians of the highest peaks. These creatures dominate vertical battlefields, striking from above with speed, precision, and overwhelming aerial control. Their societies are built among mountain cliffs, towering spires, and storm-lashed crags where only the strongest fliers can survive.
The intent of this product is mechanical clarity and encounter variety without CR inflation. The ladder progresses from young aerial hunters to legendary sky champions capable of commanding entire battlefields from the air. These eaglefolk rely on mobility, dive attacks, and battlefield positioning rather than brute durability. When used effectively, they force players to think in three dimensions and adapt to threats that rarely remain on the ground.
Cultural details are intentionally minimal. Whether eaglefolk are noble guardians of sacred peaks, territorial predators of the high mountains, or disciplined skyward civilizations is left to the GM. Their motivations may range from protecting ancient aeries to enforcing dominion over the skies. Use these stat blocks as tools to bring the vertical dimension of combat to life.
Eaglefolk Hatchling (CR 1): Young but already capable fliers that rely on speed, talons, and aerial mobility to harass intruders.
Eaglefolk Hunter (CR 2): Disciplined sky hunters who dive from high altitude, striking with spears or talons before pulling away.
Eaglefolk Talon Guard (CR 4): Armored aerial warriors who defend cliff settlements and sacred aeries with disciplined formations.
Eaglefolk Sky Captain (CR 6): Battlefield commanders who coordinate diving assaults and reposition allies across the sky.
Eaglefolk Storm Caller (CR 8): Aerial mystic who commands wind and lightning, reshaping the battlefield through storm magic.
Eaglefolk Sun Talon (CR 10): Legendary aerial champion whose mastery of sky combat turns the battlefield into a vertical hunting ground.
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