Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Carrier Bat: The Carrier Bat bites a sleeping or living creature Transferring the WereBat curse into the host. Over the course of 3 full moons the host will begin to slowly show signs of the curse, becoming more hyper sensitive to light, and hearing becoming more extreme and sensitive to sound. The first full moon sets the changes into motion the host slowly can see that their teeth have become almost vampiric in nature, their smell has increased to detect all living creatures including their team mates. On the second full moon begins the physical changes the hosts nails start to form a strong point no matter how much they cut or do them they go back to being daggers almost, their muscles become more pronounced the body becoming more fit, stamina has increased, strength has doubled, but soon their hunger grows more and more ravenous each day to the point of savagery, soon water is unable to quench their thirst if they can survive till the last moon without drinking blood the curse will fade and the changes will begin to fade away all but the sensitivity to light and sound scares of being almost changed into a werebat. When the host drinks blood the curse is set in stone becoming permanent as the night of the third and final full moon they will be transformed into the chaotic evil creature known as the werebat.
Description
This Bat swarms in mainly caves but has survived in all climates and the bat cant be normally picked out of a group because of how similar it looks to other bats. This bat has a habit though of being close to combat fields that have been soaked with blood because a fight or war and can be found normally drinking blood puddles but besides this the only other way you can tell the carrier is close to you is the distinct smell of blood and iron.
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