Echolocation.
The batsquatch can't use its blindsight while deafened.
Keen Hearing.
The batsquatch 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.
Fist.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Lair and Lair Actions
The batsquatch resides in dark cavernous tunnels deep underground.
Lair Actions
On initiative count 20 (losing initiative ties), the batsquatch takes a lair action to cause one of the following effects; the batsquatch can’t use the same effect two rounds in a row:
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Screech.
Ranged Weapon Attack: +3 to hit, area of effect 60 ft., multiple creatures. Hit: 13 (2d6+6) force damage. Targeted creatures must make a DEX saving throw to cover their ears. On a failed save, effected creatures take disadvantage on perception and attack checks.
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Bat Horde.
The batsquatch summons a horde of (1d20x3) bats.
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