Wondrous Item, artifact (requires attunement)
- Darkvision: 120'
- Blind Sense: (echolocation) 60'
- Shadow Camouflage: advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
- Keen Hearing: advantage on Wisdom (Perception) checks that rely on hearing.
- (3/rest) Vampiric Bite Attack: 1d10+STR mod piercing damage + 1d8 necrotic damage per each 4 levels of the wielder; target's HP max is reduced by the amount of necrotic damage taken, and you regain HP to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP max to 0.
- (2/rest) Fly: 60' for 10 rounds (flyby = no AoO; Dive attack 30' dive w/ melee attack forces target to make a DC
16 STR save or be knocked prone and stunned until the end of its next turn. If the target is knocked prone and
stunned, you can make a bite attack against it as a Bonus Action) - (1/ rest) Scream Burst: exhale a screeching cry in a 30-foot cone. Each creature in that area must make a DC 16
Constitution saving throw, taking 1d8 of thunder damage per each 4 levels of the wielder and pushed 10 feet
away ona failed save. On a successful save, a creature takes half as much damage and isn't pushed. - (1/rest) Stunning Screech: Each creature within 20 feet of you that can hear it and that isn't a bat must succeed
on a DC 16 Constitution saving throw or be stunned until the end your next turn. - (1/rest) can Summon Vampiric Bat Swarm:
- AC: 15 HP: 50 Speed: 30' fly
- STR 5(-3) DEX 15 (+2) CON 10 INT 2 (-4) WIS 12 (+1) CHA 4 (-3)
- Senses: Blindsight 60'
- Damage Resistances: Bludgeoning, Piercing, Slashing
- Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Echolocation: can't use blindsight while deafened
- Keen Hearing: ADV on WIS (Perception) checks that rely hearing
- Swarm: can occupy another creature's space & vice/versa; when doing so the target gains combat Disadvantage.
- Bites: +4/2d4+3 piercing damage when swarm is at % or more HP, 1d4 +3 when below % damage'; target
must also make a DC 16 CON save or suffer