Armor Class
14
Hit Points
8
(2d6 + 3)
Speed
40 ft.
STR
11
(+0)
DEX
15
(+2)
CON
12
(+1)
INT
15
(+2)
WIS
14
(+2)
CHA
10
(+0)
Skills
Perception +4
Damage Resistances
Cold
Damage Immunities
Acid, Necrotic
Condition Immunities
Charmed, Exhaustion, Frightened
Senses
Darkvision, Truesight, Passive Perception 14
Languages
None
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Tail Fly. The Cold Bat uses his tail to grapple an enemy and fly up to drop him. Grappled enemy must succeed DC 15 Strength saving throw or is grappled, brought 30 ft. away and take 1d8 bludgeonic damage from drop.
Sharp Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage.
Cold Splash. RangedWeapon Attack: +4 to hit, range 10/40 ft., multiple targets. Hit: 4 (1d6 + 1) cold damage.
Description
Cold Bats, living in all cold and dark places, are creatures of dark magic. They oversize a normal bat by their lenght and weight.
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