Echolocation. The fury bat can't use its blindsight while deafened.
Flyby. The fury bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing. The fury bat has advantage on Wisdom (Perception) checks that rely on hearing.
Pack Tactics. The fury bat has advantage on an attack roll against a creature if at least one of the fury bat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb. The fury bat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bestial Subtype. This creature is bestial, meaning the spells animal messenger, beast bond, beast sense, locate animals or plants, and speak with animals affect the creature as if it were a beast.
Multiattack. The fury bat makes two attacks: one with its bite and one with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature with blood that doesn't have all its hit points, the fury bat has advantage on the attack roll.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escaped DC 14). The fury bat can't have more than two targets grappled in this way.
Description
The terrible monsters known as fury bats are native to the plane of Gehenna, but they are commonly found in any of the evil planes, where they roost and reproduce as quickly as any vermin. Sometimes, a population can escape to the Material Plane and begin surviving there, such as in the caverns of the Underdark. There are also populations roosting in the mountains and dark forests of the Shadowfell, having escaped there long ago.
Hungry Abductors. Shrieking as they fly through the night sky, fury bats are feared for their claws, jaws, and wings. Their clawed feet are capable of carrying off an adult human. Their compound jaws unfold when they are ready to bite, revealing rows of teeth yawning wider than any shark's maw. Their agile wings allow them to evade the most skilled of warriors. Fury bats use tactics resulting from their instincts. They fly past their prey, striking from above until one is caught in their claws, and then swarm the captured prey as they carry it off into the night sky to be eaten alive. If they can't grapple a target, they will instead swarm around any isolated or wounded prey and devour it on the ground.
Vampiric Hounds. Fury bats in the Material Plane or the Shadowfell are often hunted down and captured by enterprising vampires, who train the fury bats to serve them. Vampires use the creatures to guard their domain from trespassers and interlopers, to kidnap new victims for the vampire to consume, and sometimes even for the simple companionship provided by a pet. The creatures require strong discipline to keep them from immediately devouring the victims that they carry off, but vampires that develop a strong bond with their fury bats can call upon the fiends just as they do a swarm of normal bats.
Devils, demons, and yugoloths are not the only creatures native to the lower planes. All manner of wild beasts live as fiends among the lower planes. Some of them, such as the canine hell hounds and the equine nightmares, are well known to adventurers, while others are more enigmatic. The following fiends are native to the lower planes but live like wild, feral beasts.
Sometimes, these fiends can be summoned into the Material Plane or other planes. In rare cases, a group of wild fiends can find suitable environments to reproduce in another plane, and a small population may begin to live there, such as in a hellish volcano, poisonous jungle, frozen wasteland, or death-choked hollow.
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