Echolocation. The Zombat can't use its blindsight ability while deafened.
Keen Hearing. The Zombat has advantage on Wisdom (Perception) checks that rely on hearing.
Undead fortitude. If any damage except Radiant or a critical hit reduces the Zombat to 0 hit points it must make a constitution saving throw with a DC of 5+ damage taken, on a success the Zombat drops to 1 hit point.
Multiattack. The Zombat makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) [piercing] damage. The target must then make a DC13 constitution saving throw or become poisoned for 24 hours. The target may repeat the saving throw after 12 hours. While poisoned the creature is frightened of everything and additionally after 24 hours the poison reaches its peak and renders the creature Petrified. This condition can only be reversed by being doused in a vial of holy water or affected by a spell akin to lesser restoration or protection from poison
Claw. Melee Weapon Attack: +3 to hit, reach 7ft, 1 target. Hit: 4(1d8+1 ) [Slashing] damage. With an additional 2 (1d4) Necrotic Damage
Dweller in darkness. If the Zombat starts its turn in sunlight or within bright light it will spend its full movement to get out of the direct light.
Description
The Zombat, a powerful undead beast, Roams the Underdark searching for any living creature that it can consume. Like all zombies the Zombat is consumed by an unending hunger to eat any living creature it finds in its path. Its also, whenever in a fight will battle till the death with each attack ferocious and savage. The Zombat is special in a way that its not created from the power of Necromantic wizards. They are spawned from the leaking of the dark power of Limbo into their home. Leaving the bats corrupt and changed.







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