Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 2(1d4-1) piercing damage.
Flamebat. Melee Weapon Attack: +3 to hit, reach 8 ft., one creature. Hit: 5(2d4) bludgeoning damage. When this attack is made, the target must succeed in a constitution saving throw or take an extra 1d4 fire damage.
Bloodball. Melee Weapon Attack: +3 to hit, Reach 10/20 ft., one creature. Hit: 3(1d4+2) bludgeoning damage. (Extra Rule for Bloodhunters: When casting a blood curse on a baseball bat, the spell is instead directed to the ball)
Batter Up. If a nonmagic projectile targets a baseball bat, they can use the Flamebat action to hit the projectile away from them. You may roll for accuracy to determine if the projectile is hit back toward the player. This reaction can be used once every complete round.
Description
With a Fiends cap on their little furry head and a bat in hand, a baseball bat eats, breaths, and sleeps baseball. Although it isn't baseball they love, it is close enough for them to talk about it for hours without taking a breath.
Baseball bats are generally friendly towards others that have similar interests to them. They will be gifting and will act as personal servants to others. If you have conflicting points of view, however, it will not resist clobbering you with a baseball bat.
If somehow angered, a baseball bat is able to ignite its baseball bat on soul fire, an infinite fire. It will use this to clobber nearby people, while also throwing baseballs at their targets.
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