Flyby. The chiropteran behemoth doesn’t provokeopportunity attacks when it flies out of an enemy’s reach.
Regeneration. The chiropteran behemoth regains 20 hit points at the start of its turn. If the behemoth is exposed to an undoing elixir, this trait doesn’t function at the start of the behemoth’s next turn. The behemoth dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Keen Hearing. The chiropteran behemoth has advantage on Wisdom (Perception) checks that rely on hearing.
Legendary Resistance (3/Day). If the chiropteran behe- moth fails a saving throw, it can choose to succeed instead.
Magic Resistance. The chiropteran behemoth has advantage on saving throws against spells and other magical effects.
Potent Weapons. The chiropteran behemoth’s weapon attacks are magical and they ignore any resistance to their damage types.
Swoop. If the chiropteran behemoth flies at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 20 Strength saving throw or fall prone.
Multiattack. The chiropteran behemoth makes a bite attack and two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage. If the chiropteran behemoth has advantage on the attack roll against a creature, that target takes an extra 17 (5d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage. If the chiropteran behemoth scores a critical hit against a target, the target takes 48 (12d6 + 6) slashing damage. If a creature dies due to damage from such a critical hit, it’s head or another vital body part is severed or destroyed.
Shriek (Recharge 6). The chiropteran behemoth emits a shriek in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 45 (7d12) psychic damage and be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Darkness Aura. The chiropteran behemoth can use a bonus action to create darkness in a 40-foot radius centered on itself. This darkness moves with the behemoth. A creature with darkvision can’t see through this magical darkness, and nonmagical light can’t illuminate it. A light-producing spell of 2nd level or lower is dispelled if its area overlaps the darkness’s area. This darkness lasts until the start of the behemoth’s next turn or until the behemoth dies.
The chiropteran behemoth can take 3 legendary actions, choosing from the options here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The behemoth regains spent legendary actions at the start of its turn.
Detect. The chiropteran behemoth makes a Wisdom (Perception) check.
Claw. The chiropteran behemoth makes a claw attack.
Swoop (Costs 2 Actions). The chiropteran behemoth moves up to half its speed and makes a claw attack.
Wing Buffet (Costs 2 Actions). The chiropteran behemoth beats its wings. Each creature within 15 feet of the behemoth must succeed on a DC 20 Strength saving throw or take 20 (4d6 + 6) bludgeoning damage and be pushed up to 10 feet away from the behemoth. If the save fails by 5 or more, the creature also falls prone. The behemoth can then fly up to half its flying speed.
Description
“They say the monster flies on silent wings in a shroud of darkness and can’t be killed. But those who’ve seen it can’t say anything anymore.”
Unkillable Legend. Rumors of the chiropteran behemoth are just that. The batlike monster is said to be the size of a house, as silent as the breeze, and unkillable. The only verified account of a chiropteran behemoth describes one that serves Grand Duke Koshevek of Soma, lairing beneath the dome of the Vonsantra Cathedral. Sages posit that if one behemoth can be created, others can.
Unstoppable Servant. Chiropteran behemoths serve their creators with undying devotion, following orders to completion. The ritual creating a chiropteran behemoth allows the creator to know where its servant’s location at all times. While its natural weapons are dangerous, its ear-splitting shriek is more so. The bat-monster can also unleash a sphere of darkness that doesn’t hinder its senses.
Undoing Elixir. Unfortunately for the forces of good and light, the rumors of the chiropteran behemoth’s immortality are true. The beast returns to life unless exposed to an elixir of rare components, including its own guano. Gaining access to this last ingredient is the challenge, made even greater if the behemoth’s master knows its vulnerability.
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