Armor Class
12
Natural armor
Hit Points
6
(2d4 + 1)
Speed
70 ft.
STR
8
(-1)
DEX
20
(+5)
CON
10
(+0)
INT
3
(-4)
WIS
8
(-1)
CHA
10
(+0)
Skills
Stealth +4
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities
Fire, Poison
Senses
Darkvision 120 ft., Passive Perception 13
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Demonic Sight. Magical darkness doesn't impede the bat's darkvision.
Magic Resistance. The bat has advantage on saving throws against spells and other magical effects.
Burn up. If the bat dies, all creatures within 5ft. of it have to succeed on a DC 12 Dexterity check or suffer 6 (1d4 + 4) fire damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. If the bat was summoned by another creature, that creature restores health equal to half of the dealt damage.
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