Large Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 10 ft., Fly 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 14
Languages Understands its creator's commands but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Echolocation. The battlebat can't use its blindsight while deafened.

Keen Hearing. The battlebat has advantage on Wisdom (Perception) checks that rely on hearing.

Flyby Attack. When the battlebat attacks a creature, that creature cannot make opportunity attacks against the battlebat until the start of its next turn.

Magical Attacks. The battlebat's attacks count as magical weapons.

Actions

Multiattack. The battlebat is created with one augmented weapon of the maker's choice. It makes two attacks: one with its Bite and one with its augmented weapon (Barb Spray, Claw Rake, or Poison Sting). The choice is permanent.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage and 7 (2d6) necrotic damage. If the target is not undead, it must succeed on a DC 12 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.

Barb Spray. Each creature within 10 feet of the battlebat must make a DC 14 Dexterity saving throw. On a failed save, the target takes 7 (2d6) piercing damage and cannot make opportunity attacks against the battlebat until the start of its next turn. On a successful save, the target takes half damage and it can make opportunity attacks normally. This ability can only be used 5 times before the battlebat runs out of barbs to spray.

Claw Rake. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.

Poison Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. This additional poison damage can only be used 5 times before the battlebat runs out of poison to inject. The empty sting can still be used afterward without poison damage.

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).

Monster Tags: undead

Habitat: ForestGrasslandHillSwampUnderdarkUrban

CM_

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