Armor Class
12
Natural armor
Hit Points
5
(1d10 - 1)
Speed
5 ft., Fly 30 ft.
STR
2
(-4)
DEX
14
(+2)
CON
12
(+1)
INT
2
(-4)
WIS
12
(+1)
CHA
4
(-3)
Damage Vulnerabilities
Thunder
Damage Resistances
Slashing
Condition Immunities
Blinded
Senses
Blindsight 60 ft., Passive Perception 11
Languages
--
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Echolocation. The crystal bat can't use its blindsight while deafened.
Keen Hearing. The crystal bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Disturbing resonance. The crystal bat vibrates, emitting a dizzying sound. All creatures in a 15-foot radius around the crystal bat, with the exception of another crystal bat, must make a DC 11 Constitution saving throw. On a failed save, they take 1d4 thunder damage, or half as much on a successful save.
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