Armor Class
24
batural armor
Hit Points
1
(1d4 - 1)
Speed
25 ft., Fly 150 ft.
STR
22
(+6)
DEX
25
(+7)
CON
16
(+3)
INT
30
(+10)
WIS
24
(+7)
CHA
30
(+10)
Saving Throws
STR +8, DEX +9, CON +5, INT +12, WIS +9, CHA +12
Damage Vulnerabilities
Necrotic
Damage Resistances
All
Damage Immunities
Necrotic
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses
Truesight 180 ft., Passive Perception 50
Languages
All --
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Special Equipment. The bat has a pair of Winged Boots.
Echolocation. The bat can't use its truesight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: automatic hit, reach 15 ft., one target. Hit: 1 piercing damage.
Legendary Actions
The bat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The rat regains spent legendary actions at the start of its turn.
Bite. The bat makes one bite attack.
Click Winged Boots. The bat clicks the boots together, which allows the bat to fly.
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Posted Oct 23, 2021Using this for my Halloween one shot, thanks.
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Posted Oct 25, 2021no problem