Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing
Mimicry. The bat can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check..
Multiattack. The tree bat makes one bite attack and, if it can, uses its Screech.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) piercing damage if the bat has advantage on the attack roll.
Screech (Recharge 5–6). The bat screeches. Each creature within 25 feet must make a DC 12 Constitution saving throw, taking 2 (1d4) thunder damage and being stunned and deafened until the end of its next turn on a failed save, or half as much damage and no stunning on a successful one. If the creature fails the saving throw by five or more it is permanently deafened.
Description
High up in the canopy of the chultan jungle, enormous bats perch, staring down at the ground, completely invisible, waiting to pounce...
Previous Versions
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