Tiny Undead, Neutral
Armor Class 12
Hit Points 1 (1d4 - 1)
Speed 5 ft., Fly 30 ft. (hover)
STR
2 (-4)
DEX
14 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
6 (-2)
CHA
5 (-3)
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 30 ft., Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Aura of Fear. Creatures that start their turn within 10 feet of the skeletal bat must succeed on a DC 9 Wisdom saving throw or become frightened until the start of their next turn. A creature that fails its saving throw by 5 or more is paralyzed with fear.

Undead Nature. A skeletal bat doesn't require air, food, drink, or sleep.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing.

Description

Skeletal bats are created by the use of an animate dead spell and are often associated with necromancers or evil priests. They are to bats what traditional skeletons are to humans — mindless animated remains.

Skeletal bats are nothing more than puppets who will obey simple instructions given to them by their creator. These cannot be overly long (two or three concepts is the most one of these monsters can understand) and must be very clearly worded. Because of this, their tasks are usually quite simple.

The bones of skeletal bats can be used in the creation of bone golems.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Dracopolis

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