Tiny Beast, Unaligned
Armor Class 14
Hit Points 7 (1d4 + 4)
Speed 5 ft., Fly 30 ft.
STR
2 (-4)
DEX
15 (+2)
CON
8 (-1)
INT
10 (+0)
WIS
12 (+1)
CHA
4 (-3)
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Frightened
Senses Blindsight 60 ft., Passive Perception 11
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Pack Tactics: The bat has advantage on an attack roll against a creature if at least one of the bat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Cannibal: The blood bat can consume it's fallen allies as an action. The bat regains 1d4-1 hp minimum 1.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage and 1d4 poison damage.

Description

Blood bat society is broke down into 3 casts. The warriors making up around 40% of the population hunt to bring back prey and materials to the colony. The flightless workers making up the other 60% process the kills and use materials gathered to build up the nest. And the queen, the controlling overlord of which there is only one per colony.

Blood bat warriors are individually weak, but deadly in a group. They will relentlessly attack threats to the colony, sacrificing themselves with no hesitation.

 

 

Lair and Lair Actions

Blood bats are not picky about materials used for nests. They will use anything from stones found at the bottom of rivers to timber from houses in sacked cities. Thus their nests can very a great deal. Blood bats in an arboreal habitat will have nests constructed of tree branches and trunks ground down by the workers to create better footholds. A blood bat nest in the mountainous area may have a nest built from thousands of small stones stuck together with sticky saliva often compared to underground castles.

A small colony has 12d8+8 blood bats within it

a medium colony has 12d10+10 blood bats within it

a huge colony has 12d14+14 blood bats within it

Forest Actions: Over the course of 2 hours 5 or more blood bats can work together to create a simple trap. The trap will do 1d6+the number of bats over 5 piercing damage.

Mountain Actions: Over the course of 2 hours 5 or more blood bat workers can seal off the entrances to their colony. the stones at the entrance take a strength check of 10+the number of blood bats over 5 to break.

Abandoned Urban Actions: Blood bats in these areas are familiar with civilization. They can take 1d6-2 hostages (minimum 2) over the course of 2 hours. They can also create a stronger poison over the course of a day that adds +1 damage to their bite attacks.

Monster Tags: Misc Creature

Joebobas

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