Keen Hearing. The batman has advantage on Wisdom (Perception) checks that rely on hearing.
Sound Sensitivity. Whenever the batman takes 11 or more thunder damage from a single attack, it must make a Constitution saving throw with a DC of 5 + damage taken. On a failure, the batman is deafened and stunned for 1 minute. It may repeat the saving throw at the start of each of its turns, ending the stunned condition on itself on a success.
Echolocation. The batman can't use its blindsight while deafened.
Undead Fortitude. If damage reduces the batman to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the batman drops to 1 hit point instead.
Multiattack. The batman makes two attacks, only one of which may be a bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 2 (1d2) necrotic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Swoop. The batman can only use this attack if it begins its turn in flight. The batman flies low over a target, slashing it with its hind claws before flying away. The batman uses up to its full movement towards a target, makes on claw attack with advantage on the attack roll or one grapple check with advantage on the roll, then uses the Dash action as a bonus action to fly away. Any opportunity attacks made against the batman when it uses this action are made with disadvantage.
Shriek (Recharge 5-6). As a bonus action, you can emit a horrible shriek, either as a 15-foot radius burst centered on you or as a 30-foot cone emanating from you. Any creature in the affected area takes 2d6+1 points of thunder damage. A successful Constitution save (DC 12) reduces the damage by half.
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