Tiny Beast (Inevitable), Typically Neutral Evil
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
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.

Monster Tags: Misc Creature

Habitat: Urban

Super_Tennis

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