Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Regeneration. The bat regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the bat takes radiant damage or damage from holy water, this trait doesn't function at the start of the bat's next turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Description
A relatively rare species, giant bats are highly sought after by upcoming vampires to become their servants. If one of these giant bats is slain, and then buried in the ground while their master is in control of the Blood Orb of the Vampire, it will rise the following night as a cruorbat.
A cruorbat is the youngest form of cruorbeast, and it has the largest resemblance to its original form. These creatures appear to simply be giant bats at first glance, with their vampiric nature only coming into view upon closer inspection. They have deep crimson skin, larger fangs, and large red eyes. Otherwise, they behave exactly like a giant bat - they use echolocation, have large leathery wings, and swoop down to attack their foes.
If cruorbats spot intruders, they do not attack them, and instead opt to warn their master, waking and alerting them to the intrusion. A cruorbat will generally only attack if it has been ordered to by its master, in self-defense, or when severely underfed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/30/2021 11:35:36 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
9/30/2021 11:55:05 AM
|
0
|
0
|
--
|
Coming Soon
|
Comments