Large Humanoid
Armor Class 18 Natural armor
Hit Points 110 (20d10)
Speed
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
9 (-1)
WIS
12 (+1)
CHA
6 (-2)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Acid
Senses Passive Perception 11
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Echolocation.

 The batsquatch can't use its blindsight while deafened.

Keen Hearing.

 The batsquatch has advantage on Wisdom (Perception) checks that rely on hearing.

 
Actions

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:

  • 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.

  • Bat Horde.

     The batsquatch summons a horde of (1d20x3) bats.

Habitat: Underdark

MilesLemaire

Comments

Posts Quoted:
Reply
Clear All Quotes