Large Beast, Chaotic Evil
Armor Class 16 Natural
Hit Points 225 (8d20 + 16)
Speed 60 ft.
STR
13 (+1)
DEX
12 (+1)
CON
11 (+0)
INT
16 (+3)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws INT +7
Skills Perception +11
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Necrotic, Damage Dealt By Traps
Damage Immunities Acid, Poison, Thunder
Condition Immunities Deafened
Senses Blindsight, Passive Perception 6
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. Basically Every time it take more than 20 damage it inflicts a stun(Con save) on everything in a 50 foot radius around it and will push anyone with a gust of wind that is 5 feet close to them in it's eyesight 25 feet back (not gust).
Cantrips (at will): [Gust], 
3rd level (4 slots): [Wind wall {Bludgeoning 3d8, STR save = half}]

5th level (3 slots): [Control wind]

Actions

 Action Melee name: Wing cut

Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 6 ft., 2 target. Hit: 2 (1d10 + 3) [Bludgeoning] damage. 

action Ranged name: Supersonic sounds 

Action Ranged Attack. RangedWeapon Attack: +14 to hit, range 0/50 ft., Inf target. Hit: 1 (1d4 + 3) [thunder] damage. (inflicts deafness onto anyone in a 10 feet radius(Dex save))

Reactions

Attacked by level 3 spell or lower: Tank the damage

attacked by level 4-6 spell:  Automatically activate control wind to hurl any magic back towards sender

attacked by level 7+ spell: Try to dodge; if can't dodge use gust to throw off the sender's trajectory.

Description

A timid over grown bat that used to be part of the vampire family 700 years ago but, unfortunately it got caught in sunlight and flew back into a cave as a bat and has been gaining power and hibernating since then.

Lair and Lair Actions

Lair Actions

On initiative count 7 (losing initiative ties), the [Bat] takes a lair action to cause one of the following effects; the [bat] can’t use the same effect two rounds in a row:

  • Control wind is already active and does not use a spell slot and will stay there until another 10 turns.
  • every other turn gust can push an additional 15 feet.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2021 9:48:01 PM
4
1
1.0.0
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2/4/2021 9:58:57 PM
7
0
1.1.0
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2/5/2021 5:06:31 PM
4
0
1.1.5
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2/5/2021 5:14:27 PM
8
1
1.2.0
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2/5/2021 5:29:33 PM
9
0
1.2.1
Coming Soon

Monster Tags: Demonmonstrosity

Habitat: MountainUnderdark

Sansythelaze

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