Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4d6+2 poison damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 6) slashing damage.
Poisonous Grasp: This creature can attempt to grapple a target. If successful, the bat plants it's fangs into it's target and begins to pump them with poison. They take 10d6 poison damage immediately and then 8d6 at the start of each of the bat's turns and until the grapple is broken.
Blood Scream: The queen can unleash a barely audible shriek. Enemies must make a dc 15 con save or be deafened for 2 turns. The scream summons 1d8+2 blood bat warriors.
Wing Block: The queen can use her wings as a shield when attacked. This raises the bat's ac by 3. This must be done before rolls are made. If the queen takes more than half her health from a single attack when using this the bat's wings are destroyed. It falls if it was flying taking normal fall damage, and cannot use its flying speed.
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.
The blood bat queen is the most important member of the colony. She births new workers, and protects it when under grievous threat. Blood bat queens are intelligent creature such that they will often learn to speak in a crude manor. They can speak common or a language of nearby lifeforms that speak.
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.
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