Echolocation. The bonebat can't use its blindsight while deafened.
Keen Hearing. The bonebat has advantage on Wisdom (Perception) checks that rely on hearing.
Flyby Attack. When the bonebat attacks a creature, that creature cannot make opportunity attacks against the bonebat until the start of its next turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) necrotic damage. If the target is not undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Bonebats and battlebats are skeletal giant bats covered in tattered skin and patchy hair that never seems to rot away completely. They make no noise, though necromantic processes have recreated the superb hearing and echolocation ability the bat had in life and grant it superior eyesight as well. They are created to serve as messengers, guardians, and battle allies to evil spellcasters and powerful undead such as liches and vampires. In the case of Small-sized masters, they may even serve as mounts.
Battlebats are similar to bonebats, though they have had additional bony weaponry grafted to them, such as claws, talons, stingers, or teeth, as well as additional magical protection to strengthen their defenses.
Bonebats and battlebats possess a measure of self-preservation, and will flee if reduced to 10 HP or fewer unless ordered to fight to the death by their creators. If their master is slain or they are otherwise left to their own devices, they attempt to slay any solitary creature they encounter that is smaller than they are, seeking to satisfy an innate bloodlust.
Adapted from the Forgotten Realms Campaign Setting (2e).
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