Echolocation. The swarm can’t use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.
Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (2d8+4) piercing damage, or 6 (1d8+4) piercing damage if the swarm has half of its hit points or fewer.
Swoop. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 6 (2d4+4) piercing damage, or 4 (1d4+4) piercing damage if the swarm has half of its hit points or fewer. Target must roll a DC 14 strength saving throw, if the target fails, the Swarm of Bats will carry them off, restraining them and lifting them far above the ground.
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