Large Beast, Unaligned
Armor Class 15 Natural armor
Hit Points 13 (2d10 + 2)
Speed 5 ft., Fly 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
2 (-4)
WIS
6 (-2)
CHA
5 (-3)
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone
Senses Blindsight 60 ft., Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The Vampire Bat Swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Echolocation. The Vampire Bat Swarm can't use its blindsight while deafened.

Keen Hearing. The Vampire Bat Swarm has advantage on Wisdom (Perception) checks that rely on hearing.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage, or 4 (1d6) piercing damage if the swarm has half of its hit points or fewer.

Description

Although the typical vampire bat has a wingspan of 7 inches and doesn’t pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time.

Habitat: ForestUnderdark

birdercrow

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