Echolocation. The Vile Bat can't use its blindsight while deafened
Keen Hearing. The Vile Bat has advantage on Wisdom (Perception) checks that rely on hearing.
Flyby. The Vile Bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Festering Wounds. The bits dealt by the Vile Bat quickly fester. An injured creature loses 9 (2d6 + 3) additional hit points per round.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 20 (3d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 10 (2d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Stomach Bile. Ranged Weapon Attack: +8, reach 30/50 ft., one creature. Hit: 23 (3d12+ 5) acid damage.
Description
The Vile Bat is a revolting bat-like creature. It is covered in a short, bristly fur that varies from dark brown to a sickly slime green. The majority of its hideous face is taken up by an enormous mouth full of two rows of needle-like teeth which constantly drips a mix of saliva and digestive acid. It reeks of an acrid smell that can only be described as vomit.
A Vile Bat is so named both for its stench and for its disgusting method of attack – literally regurgitating the contents of its stomach in a deadly spray. It is the living incarnation of filth, spreading disease and its powerful bite. Worse, bites caused by a Vile Bat fester and rot; dealing damage over-time.







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