Large Beast, Unaligned
Armor Class 15 (natural armor)
Hit Points 103 (17d10 + 18)
Speed 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
6 (-2)
WIS
18 (+4)
CHA
3 (-4)
Saving Throws DEX +8, WIS +7
Skills Acrobatics +8, Stealth +10
Damage Vulnerabilities Bludgeoning
Damage Resistances Necrotic, Piercing, Psychic
Condition Immunities Blinded, Exhaustion, Frightened, Petrified
Senses Blindsight 5 ft, Passive Perception 19
Languages bat
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Echolocation. the Desmodus can't use its click or sonic screech while deafened.

shadow stealth. while in darkness, the Desmodus can turn invisible as a bonus action and vice-versa.

scent of blood. the Desmodus has advantage on wisdom (perception) checks to sense creatures that have less than 3 quarters of their health.

Devour. the Desmodus can feed on any incapacitated, grappled, or willing creature that is within 5 feet of it and is no larger than medium size.(no action required) every turn while the Desmodus is feeding, the target Must make a DC 18 constitution saving throw or gain 1 level of exhaustion. if the target dies of exhaustion, the Desmodus gains health equal to the target's current number of hit die. the Desmodus stops feeding if it takes more than 20 damage on a single turn. while feeding, the Desmodus can't use it's bite.

flyby. while the Desmodus is in the air, it doesn't provoke opportunity attacks.

Actions

Action Name. the Desmodus makes 2 wing attacks, and 1 bite. it can sub out it's bite for a grapple attack. instead of 2 wing attacks, it can make 1 wing attack and use it's click.

Wing. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 13 (2d6 + 6) Bludgeoning damage. damage. 

click. all creatures within 25 feet of the Desmodus must make a DC 17 stealth check. on a fail, the Desmodus immediately learns their exact location until the end of the Desmodus' next turn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 20 (4d6 + 6) Piercing damage. 

grapple. Melee Weapon Attack: 7 to hit, reach 10 ft., 1 target. Hit: the target is grappled, and the Desmodus can't grapple another target. this attack can only be used while the Desmodus is flying.

Sonic screech.(recharge 6) the Desmodus lets out an intense sonic boom in the shape of a 300 foot cone. all creatures within the cone must make a DC 19 constitution saving throw or be stunned until the start of their next turn. the Desmodus also learns the exact location of all creatures hit by the Sonic screech.

 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

the Desmodus has 3 legendary actions, which they can use only at the end of other creature's turns, and only one each turn.

Echos. the Desmodus uses click.

Bloodthirsty.(costs 2 actions) the Desmodus uses bite.

Sonic Rampage.(costs 3 actions) the Desmodus uses Sonic screech, if available.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 ran... so... so... tired... and the screaming... so... so much screaming....

HE SEES ME HE SEES ME HE SEES ME HE SEES ME!                                                                                                                                              famous line from a diary of Desmodus victim.

while the Griffins or Giant Eagles may rule the skies of the sunny days, a true horror Awakens at sunset.

Desmodus are 8 foot tall Vampire Bats with a wingspan of nearly 22 feet. they Hunt using almost entirely sound, as they can't see in the dark caves or the sunless cliffs they inhabit. while Desmodus are commonly ascosciated with Vampires, they have almost nothing in common. a single Desmodus usually claims a cave or overhanging cliff as their lair, while the packs, which never consist of more than 1 female, 1 male, and 1 youngling are often found in Abandoned castles or fortresses dug into mountains.

midnight terrors.

these creatures drink the blood of all wildlife surrounding their dens, including people. they particularly enjoy hunting Humanoids, making clicking sounds to mess with them and then disappearing with their innate ability to camoflauge in the darkness.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: MountainUnderdark

the_minmaxed_druid

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