Armor Class
12
Hit Points
1
(1d4 - 1)
Speed
5 ft., Fly 30 ft.
STR
2
(-4)
DEX
15
(+2)
CON
8
(-1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Senses
Blindsight 60 ft., Passive Perception 11
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1d4 piercing damage.
Blood Suck. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d4 piercing damage. The Vampire Bat latches onto the target and deals 1 damage per turn, until it is removed by a successful DC 8 Strength check.
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