Notorious bat-like creatures that spontaneously come to fruition in caves from large mounds of carrion left in the dens of large beasts. These oddities often come at odds with others due to their inherent problem causing and superiority complexes.
Physical Description: Metallic, knight-like bat monsters, these copper and bronze coated bat creatures have no sensible origin, commonly manifesting in caves coated in blood. Barely bipedal, these creatures have bat wings attached to their arms, coated in metal however, their flight capabilities are mostly null. The head of the galrop are akin to a knight's helmet with an bat like mouth, varying in appearance, with some being gargoyle-esque armets mirroring a normal bat's face, their eyes often represented by a metal grill where their eyes would be. Varying in overall build, some galrop are hunched over with spikes on their back, while others are upright full and seem to bear a more refined posture. Their digitigrade feet end in two sharp claws toes. Their stomachs are exposed and their only unarmored part of their body.
Adulthood |
Intuitive |
Self-Taught |
Trained |
15 Years |
+1d4 years
(16 – 19 years) |
+1d6 years
(16 – 21 years) |
+2d6 years
(17 – 27 years) |
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier |
Male |
4 ft. 10 in. |
+2d10 in.
(5 ft. – 6 ft. 6 in.) |
120 lbs. |
+(2d10×5 lbs.)
(130 – 220 lbs.) |
Female |
4 ft. 5 in. |
+2d10 in.
(4 ft. 7 in. – 6 ft. 1 in.) |
85 lbs. |
+(2d8×3 lbs.)
(95 – 185 lbs.) |
Society: Due to such a shortage of the creatures, even if they possess the ability to forcibly control the lesser galrok that also manifest from carrion piles, the galrop lack any society or culture focused solely on themselves and instead either go feral in the woods or inherit whatever culture is nearby their spawning grounds.
Relations: Galrop often have poor relationships due to their superiority complex, and have a special relation with galrok, a lesser species of outsiders whom they can telepathically control. The galrop often get in trouble, seen as demons by smaller towns, and commonly cause immense ruckus within big towns due to their desire to be in control, causing them to refuse to cooperate with guards and nobles constantly. A galrop who can achieve positions of power often end up failing to maintain it due to paranoia they obtain when in such positions.
Alignment and Religion: While galrop are not particularly religious, those that do choose to worship greater beings such as gods, prefer gods of greed, wealth, and alchemy. Galrop are biased towards the chaotic alignments are are very rarely good aligned.
Adventurers: Due to their instinct of gloating and recklessness, galrop often make terrible workers in the mundane arts such as farming, and more often prefer glamorous jobs, such as adventuring. Galrop who often enter adventuring parties end up as rogues and covetous wizards, preferring to avoid being the target of most foes' ire.
Standard Racial Traits
- Ability Score Racial Traits: Galrop amazing fliers who can move with unnatural grace and keep knowledge they learn close at heart, but are prone to recklessness. They gain +2 Dexterity, +2 Intelligence, and -2 Wisdom.
- Type: Galrop are outsiders with the native subtype.
- Size: Galrop are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Galrop have a base speed of 30 feet.
- Languages: Galrop begin play speaking Common and Undercommon. Galrop with high Intelligence scores can choose from the following: Abyssal, Aklo, Dwarven, Elven, Infernal, Sylvan, and Terran. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
- Night-flier: Galrop have a +2 racial bonus on Fly checks and a +2 racial bonus on Perception checks. Their racial bonus to perception checks increases to a +4 racial bonus to Perception checks at night.
Offense Racial Traits
- Natural Attack: Galrop gain a bite attack as a primary natural attack that deal 1d6 points of damage.
Movement Racial Traits
- Glide: Galrop treat falling damage as 20 feet less than it actually is.
Sense Racial Traits
- Scent: Galrop have the Scent special quality with a range of 30 feet.
- Low-Light Vision: Galrop can see twice as far as humans in conditions of dim light.
Magical Racial Traits
- Telepathic Symbiosis (Su): Galrop have a special connection with the lesser galrok, able to assert complete control over them. When within one mile of a galrok, the galrop forms a telepathic link in which galrop can freely command the galrok. Galrok controlled this way have complete understanding of the galrop's orders and wishes through the telepathic link. This lasts until the galrok further then one mile from the galrop. This otherwise functions as per the spell, dominate monster.