Large Undead, Neutral Evil
Armor Class 13
Hit Points 52 (4d10 + 30)
Speed 10 ft., fly 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +4
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Passive Perception 11
Languages understands the languages it knew in life but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Echolocation. The bat can't use its blindsight while deafened.

Turn Immunity. The bat is immune to effects that turn undead.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Undead Fortitude. If damage reduces the bat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bat drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 3) piercing damage and 7 (1d4+3) acid damage.

Acid vomit  (Recharge 5–6). The bat vomits acid in a 15 ft cone. Every creature in that area must make a dexterity saving throw with a DC of 13. On a failed save they take 12 (3d8) acid damage or half as much damage on a successful one.

Monster Tags: Misc Creature

Habitat: ForestUnderdark

Lahna5

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