Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Flyby. The burning bat doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Heated Body. A creature that touches the burning bat or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Ignite. As a bonus action a burning bat can ignite itself, providing light in a 20 foot radius, dealing 1d6 fire damage to adjacent enemies, and causing it's melee attacks to do an additional 1d6 fire damage. This effect lasts for 1 hour and recharges on a short rest. Taking more than 10 points of cold damage in a round may end this effect.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
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