Echolocation. The Archbat is effectively blind, using small "pips" of sound to map its surroundings, allowing it to see through blindsight 360 degrees around itself.
Keen Hearing. The Archbat has advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on hearing.
Blind as a Bat. The Archbat has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.
Multiattack. The Archbat makes three attacks. One with its bite and two with its claws
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., One target. Hit: 14 (2d8 + 5) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, range 5 ft., One target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic damage. The Archbat regains hit points equal to the amount of necrotic damage.
Screech (Recharge 6). The Archbat can use its action to out an earsplitting screech. Each creature within 60 feet of the Archbat must succeed on a DC 19 CON saving throw, taking 6d6 thunder damage and becoming deafened for 1 minute on a failed save. On a successful saving throw, the creature takes half damage and is not deafened. A creature can make a saving throw at the end of each of its turns to end its deafened condition.
Command Swarm. The Archbat can use its action to command the bats around its lair to swarm on each creature within a 10 foot square. Melee Weapon Attack: +6 to hit, 10 ft. cube. Hit: 8 (2d4 + 3) piercing damage. Each creature within the swarm gains the effects from half cover and lightly obscurred.
The Archbat can take 3 Legendary Actions each turn while it is inside its lair. Outside its lair, it cannot take Legendary Actions. Only one Legendary Action can be used at a time and must be used at the end of another creature's turn. Legendary Actions refresh at the start of this monstrosity's turn.
Claw (Costs 1 Action). The Archbat makes one claw attack.
Fly (Costs 1 Action). The Archbat either moves up to half its speed towards a hostile creature.
Command Swarm (Costs 2 Actions). The Archbat commands its swarm to move into another creature's space that is within 20 feet of the swarm, giving the creature half cover and lightly obscurring its view.
Lair and Lair Actions
The Archbat resides deep within a pitch-dark cave located somewhere in the Lost Peaks. At the heart of the cave, the darkness envelops everything that steps foot inside, creating a feeling of non-harmful pressure. All light sources, magical and nonmagical, have their effects cut in half. For example, a torch in this portion of the cave emits 10 feet of bright light and 10 feet of dim light instead of its normal 20 feet for each. Additionally, creatures with darkvision have their vision range reduced by half while in this portion of the cave.
Lair Actions
On initiative count 18 (losing initiative ties), the Archbat can take a lair action to cause one of the following effects; the Archbat can’t use the same effect two rounds in a row:
- The Archbat lets out a screech at an extremely low frequency that can only be heard by creatures with exceptional hearing (for example, other bats). When this occurs, the Archbat's lair trembles, causing stalagtites to fall from the ceiling of the cave. Each creature in the cave must succeed on a DC 15 DEX saving throw or take 3d6 bludgeoning damage.
- The Archbat has complete control over its environment when inside its lair. The Archbat furiously beats its wings, creating a gust of wind throughout the cave, dropping the temperature slightly, and extinguishing any nonmagical fires, including torches, in the cave.
Previous Versions
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12/5/2022 8:16:11 AM
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4
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1
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Coming Soon
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12/5/2022 8:36:54 AM
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1
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1
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1.5
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Coming Soon
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