Tiny Beast, Lawful Evil
Armor Class 12 Natural Armor
Hit Points 16 (4d6 + 2)
Speed 20 ft., Fly 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
11 (+0)
INT
4 (-3)
WIS
13 (+1)
CHA
3 (-4)
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Senses Blindsight 60 ft., Passive Perception 12
Languages Understands commands from vampire master
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Echolocation. The vampire bat can't use its blindsight while deafened.

Keen Hearing. The vampire bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 3 (1d4 + 1) piercing damage plus 2 (1d4) necrotic damage. The Vampire Bat heals for the necrotic damage dealt.

Description

After a bat eats or drinks from a creature infected with vampirism, it transforms into a vampire bat after 1d4 days. Vampirism causes the bat to develop two sharp front fangs, a flat nose, and dark red eyes. Vampire bats have receptors on their leaf-shaped noses which helps detect where the blood is closest to their preys skin. Vampire bats feed on blood for nutrients, and vitality. If a vampire bat does not feed for 7 days, it dies from hunger.

Loyal to Vampires

Vampire Bats can be tamed by a vampire, or the spawn of a vampire. If tamed, they stay loyal to the vampire, and can be summoned at the vampires will.

 

Monster Tags: Misc Creature

Habitat: ForestHillSwampUnderdarkUrban

MacAlmighty

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