Deploy Bat Bombs. As a bonus action, the bat bomber can deploy some of the bat bombs clinging to it. Roll a d6. On a 1 to 5, the bat bomber deploys 1 bat bomb. On a 6, it deploys a swarm of bat bombs. After using this bonus action, roll another d6. On a roll of 1, the bat bomber runs out of bat bombs to deploy and loses this trait. If the bat bomber still has this trait when it dies, the remaining bat bombs clinging to it explode. Each creature in a 40-foot-radius sphere centered on the bat bomber must make a DC 17 Dexterity saving throw. A target takes 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Description
Small bats can only travel so far on their own. But if a bigger, stronger bat were to carry some bitty bats, the bitty bats could travel much further. So was the logic in the development of the bat bomber: a completely ordinary giant bat that has been specifically trained to allow bat bombs to cling it, thus extending their range by as far as the giant bat is able to travel.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/3/2022 3:14:56 PM
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3
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1
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1.0
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Coming Soon
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