Battle Formation. They usually appear in groups.
Roll Call. Can summon up to 4 more Blood Bats. You must roll a 1d20 to see if it activates, and roll a 1d4 to see how many blood bats spawn.
Claw. Unarmed Strike Attack: +2 to hit, reach 5 ft., 1 target. Hit: 12 (2d12 + 0) Piercing damage.
Poison Dart. Dart Attack: +3 to hit, range 20/60 ft., 1 target. Hit: 7 (1d12 + 1) Piercing damage. If you are hit by this, roll a DC 10 Constitution Saving Throw or be poisoned.
For it's bonus action, it has 2 options. 1 - it can use another attack. 2 - It can fly towards the nearest enemy and bite them, dealing 5 damage no matter what.
If you get too far away from the bat (60 ft. or more) it will fly towards you.
Description
A bat possessed by... the demons plaguing Earth. Yeah, that. We know very little about this thing, but 1 thing we do know is that you might wanna get close to it. It can and will shoot poison darts at you that can and will kill you.
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