Armor Class
13
Hit Points
32
(5d10 + 5)
Speed
10 ft., Fly 60 ft.
STR
17
(+3)
DEX
16
(+3)
CON
13
(+1)
INT
6
(-2)
WIS
12
(+1)
CHA
8
(-1)
Senses
Blindsight 60 ft., Passive Perception 11
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Regeneration. The bat regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the bat takes radiant damage or damage from holy water, this trait doesn't function at the start of bat's next turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
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