Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
night grasp. The Banther can target an opponent while flying in stealth and grapple them if the fail a dexterity check DC 18 at disadvantage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (1d12+ 6) necrotic damage.
claw. Melee weapon attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8+ 6) Necrotic damage.
grasp. Grapple attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d12+ 6) necrotic damage. And the creature is grappled if they fail a DC: 17 dex saving throw.
Description
The Banther is a large bat like creature who’s back end looks almost feline with a tail coming out of two short but very muscly legs with a slim waist and then widens up toward the torso to two massive and muscly arms. It’s wings, when on all fours and the ground, fold up behind its elbows. It’s wings fold up almost like a waveryn does. It’s back slopes upward when on all fours like a bat does but not as severe. It looks very sleek and slender but muscular at the same time. It’s front claws are very long and sharp but it is more of a paw then just a claw like it is on most bats. It’s back claws are almost like talons but more like a cats hind legs but it’s foot is longer with three long claws that are retractable and when retracted they extend from the front of each toe and the back of the paw as well and extend down to form what looks like it is perfect for gripping if it’s paws touched your shoulders.
Comments