Armor Class
14
(Natural Armor)
Hit Points
26
(4d10 + 4)
Speed
10 ft., Fly 60 ft.
STR
17
(+3)
DEX
16
(+3)
CON
13
(+1)
INT
5
(-3)
WIS
12
(+1)
CHA
5
(-3)
Saving Throws
CON +3
Damage Vulnerabilities
Thunder
Damage Resistances
Necrotic
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Blindsight 60 ft., Darkvision 120 ft., Passive Perception 11
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage and 2 (1d4) necrotic damage
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. Instead of dealing damage the blood bat can grapple the creature (DC 13)
Comments