Echolocation. The void bat can't use its blindsight while deafened.
Keen Hearing. The void bat has advantage on Wisdom (Perception) checks that rely on hearing.
Knockback. On a successful melee attack, the void bat may choose to forgo dealing damage and instead push the target up to 15 feet.
Void Traveler. Void bats do not need to breathe. They absorb ambient light through their hide for sustenance
Multiattack. The void bat makes three Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Sonic Scream (Recharge 5-6). The void bat unleashes a reverberating scream in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half on a successful save. On a failed save, the target is also paralyzed until the end of its next turn.
Description
Glossy, black wings unfurl to reveal an eyeless, toothy head with rows of earholes. The beast unleashes an echoing, disorienting scream.
Space Fliers. Void bats travel between moons and planets, propelling themselves through space with blasts of energy generated by their screams.
Bat Roosts. Void bats roost together in caves and crags, basking near the ambient light sources they need for nourishment. They hibernate for long stretches while preparing for space .light and are particularly irritable if disturbed while sleeping.
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