Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Enervation, Variant (5e Spell) You fire a ray of necrotic energy at a creature within range and attempt to drain its life away. If it fails a Constitution saving throw, it loses hit points equal to the maximum number of its hit dice multiplied by 1d4, if it succeeds, divide the end result in half.
telekinetic ray, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
Description
If one dies while in the focus of the Bats attention the character who died must come back to life and act as a zombie for the bat and do as the bat wishes.
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