Blood Smell. The crimson bat can smell blood from a distance of 1000 ft.
Echolocation. The crimson bat can't use its blindsight while deafened.
Keen Hearing. The crimson bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +5 to hit, reach 1 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage. Target must succeed a DC 12 constitution save or be poisoned. While poisoned in this way the target suffers severe pain in its limbs, and must repeat the saving throw on the start of each of its turn or be unable to take any actions. The target can't concentrate and if it is a barbarian, it can't rage.
Unless the poison is cured the poisoned creature draws no benefit from a long rest. For each day the creature remains poisoned it must succeed a DC 13 constitution save or suffer 1 level of exhuastion. The DC for this saving throw increases by 1 for each day the creature remains poisoned.
Claws. Melee Weapon Attack: +5 to hit, reach 1 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage.
Description
A crimson bat appears as an ordinary bat, but with bright crimson skin. It is more aggressive and far more bloodthirsty than ordinary bats. Many believes the crimson bats where originally created by the blood of a fiend merged with an ordinary bat.
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