Hold Breath. The Bat Duck can hold its breath for 10 minutes.
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage.
Swoop. Ranged Weapon Attack: +6 to hit, range 10/30 ft., up to 3 targets. Hit: 12 (2d6 + 4) bludgeoning damage. Bat Duck flies off and swoops at up to 3 targets of your choosing between 10 to 30 ft., then flies back to its original position (using 0 movement) or to a different position (using appropriate flying movement).
If only targeting 1 enemy the enemy must succeed on a Wisdom saving through (DC12) or be frightened until the end of the Bat Duck's next turn.
Honk. Ranged Weapon Attack: creatures of your choice within 20 ft. that can hear you must succeed on a Constitution saving throw (DC12) or become incapacitated until the end of it's next turn.
An incapacitated creature can't take actions or reactions.
Snap. On a melee attack of a creature that does not reduce the Bat Duck's HP to 0, it has a reaction to attempt to bite the enemy for 1d6 of piercing damage.
Description
It's origin unknown, the Bat Duck is a small but feared creature, while not taking kindly to many humanoids it seems to relax in the company of forest dwelling creatures and will bond rather quickly with them unless treated with hostility.
Previous Versions
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5/9/2023 2:24:29 PM
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5
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0
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1
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Coming Soon
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