Medium Humanoid, Chaotic Neutral
Armor Class 10 batting pads
Hit Points 60 (10d10)
Speed 35 ft.
STR
20 (+5)
DEX
15 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +10
Condition Immunities Stunned
Senses Passive Perception 13
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Swing. Before the batter makes a bat attack, it can choose to deal any amount of extra damage if the attack hits. However, the batter suffers a penalty to its attack roll equal to the amount of extra damage it would deal on a hit. If the attack would normally hit but misses because of this penalty, the batter is stunned for 1 minute if the penalty equals or exceeds 7.

Knockout Swing. If the batter hits a target using its Swing with a penalty to the attack roll that equals or exceeds 7, the target must succeed on a DC 14 Strength, Constitution, or Dexterity (target's choice) or become stunned until they use an action to steady themselves or an effect removes the condition. If an attack that deals extra damage because of the batter's Swing trait reduces a target to 0 or less hit points because of the extra damage (and the target would still have 1 or more hit points without the extra damage), the target is stunned until an effect removes the condition. A target stunned in this way takes 10 (1d10+4) every hour until the condition is removed.

Hard Hit. If the batter deals 20 or more damage on a single turn to a single target using a bat attack (or 15 or more damage using the batter's Swing trait to deal 5 or more extra damage), the target can choose to be pushed up to 5 feet away in any direction of the DM's choosing, take 5 extra damage, or be stunned for 1 minute.

Splintered Bat. If the batter deals 20 or more damage on a single turn to a single target wearing armor using a bat attack (or 15 or more damage using the batter's Swing trait to deal 5 or more extra damage), the bat splinters. The batter suffers a -2 penalty to all attack rolls for bat attacks, but deals an extra 3 (1d4+1) damage when it hits with a bat attack. Additionally, bat attacks using a splintered bat deal slashing damage instead of bludgeoning, which is included in the attack.

Dizzying. If the batter's Dizzying Slam attack dizzies a target, that target is stunned, gains one level of exhaustion, can't willingly make ability checks or cast spells (even cantrips). Dizziness ends after the target spends 3 consecutive actions to steady itself or one or more other creatures take two total actions to steady the dizzied creature.

Focused Attack. Before making a bat attack, the batter can choose to have advantage on the attack roll but a -5 penalty to damage, or the batter can choose to gain a +5 bonus to damage but disadvantage on the attack roll. the batter does not have to choose one of these options.

Actions

Bat. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (3d6) bludgeoning (or slashing for a splintered bat) damage.

Dizzying Slam. The batter moves up to its speed toward a hostile creature. When the batter collides with the hostile creature it is moving to, it stops there and has no more speed for that turn. The target must succeed on a DC 13 Strength saving throw or be knocked prone and dizzied (see the batter's Dizzying trait for the effects of dizziness and when the effect ends).

Description

A batter can be any humanoid who is extremely good at batting and using a bat for combat. They are often very strong and can dizzy creatures they slam into.

Habitat: Urban

Osmotus

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