Echolocation. The bat can't use its blindsight while deafened.
Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The bat's innate spellcasting ability is Wisdom (spell save DC 16). The bat can innately cast the following spells, requiring no components:
At will: darkness, darkvision, mold earth, spider climb
1/day each: contagion, vampiric touch
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Magic Resistance. The bat has advantage on saving throws against spells and other magical effects.
Magic Weapons. The bat's weapon attacks are magical.
Sunlight Sensitivity. While in sunlight, the bat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The bat makes two attacks: any combination of attacks using its bite or its sound blast.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (3d8) necrotic damage.
Sound Blast. Ranged Spell Attack: +8 to hit, range 90/180 ft., one target. Hit: 22 (4d10) thunder damage.
Description
The Bat of the Below is an incarnation of the darkness of night and the caverns beneath the earth. It carries diseases from the subterranean reaches of the Spirit World in its claws, and its echolocating screech can be used as a sonic attack that rips through the darkness.
Entreating with the Bat is terrifying for nearly anyone who attempts it. The Bat's spiritual home is a vast, dark, seemingly empty cavernous expanse. The darkness is filled with maddening chittering and the stench of fresh guano. The Bat enjoys surprising its guests with heart-stopping fear before any meeting actually begins.
Primal Spirit Avatars
The wilderness in all its many forms — tundra, forest, desert, and other biomes — is not without awareness or agency. The land itself gives birth to mighty spirits, fey and elementals that are so ancient that they are largely forgotten except by the oldest in the multiverse. These primal spirits are all connected to a form of land, taking the shape of a plant or animal from their domains.
Though they are composed of powerful magic, these mighty spirits struggle to physically leave their ancient realms in some of the oldest parts of the Feywild: the savage wilds called the Spirit World. If their domains on the Material Plane are threatened, they project a weak reflection of their true nature, an avatar, to defend the land. These avatars take little effort for a primal spirit to control, and the spirit is not harmed if the avatar is slain.
Incarnations of Ancient Titans. The primal spirits are ancient beings that traversed the Feywild and the Material Plane when the world was young and the land was still forming. The spirits are each representations of the lands themselves. The majority of these spirits keep their ancient, true names a secret, though some are known by nicknames they have adopted for the benefit of mortals, such as Coyote or Greatmother Oak. Those nicknames have been used so often that they are now applied to any coyote or any oak tree, instead of merely the primal spirit, and the original names of these animals and plants have been lost.
Druids Serve as Champions. Primal spirits often require the aid of druids and archdruids to help defend their lands against despoilers. Druids can be trusted to act more swiftly and in more places than a spirit could possibly manage from their realm in the Feywild. Arch-druids can wield powerful enough magic to summon an avatar of the spirit without effort from the spirit itself, but primal spirits trust very few with this privilege. They entreat carefully with archdruids and only select their favorite among them as a champion who can conjure their avatar to aid both their goals.
Hatred for Despoilers. The spirits of nature despise those that would despoil nature in any of its forms. Not all forms of consumption earn the spirits' ire: the spirits themselves are often predator or prey, and understand that survival often means destruction. They despise the reckless and sometimes gleeful destruction of nature that has nothing to do with survival and too much to do with mortal flaws such as greed, pride, or ambition. This is what the spirits consider to be "despoiling."
Primal Nature. A primal spirit avatar doesn't require air, food, drink, or sleep.
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