Medium Monstrosity, Neutral
Armor Class 16 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 0 ft., Fly 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Skills Arcana +4, Perception +5
Senses Darkvision 160 ft., Passive Perception 15
Languages Telepathy with other creatures of its kind within 20 feet. Understands Common and Undercommon but can't speak.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Levitation. The sinister bat can hover in midair without needing to fly, allowing it to remain motionless.

Energy Field. The sinister bat is surrounded by a naturally-generated 5-foot-deep energy field akin to a wall of force. This field stops all missile attacks directed at the bat, including arrows, bolts, and magical projectiles like magic missile and Melf's acid arrow. The field does not protect against spells (other than those that produce magical projectiles) or against melee attacks.

Magic Resistance. The sinister bat has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The sinister bat can communicate telepathically with other creatures of its kind within 20 feet.

 

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 2) piercing damage.

Sinister Drain (Recharge 5-6). The sinister bat targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 21 (6d6) psychic damage and the bat regains hit points equal to the damage dealt. On a successful save, the target takes half the damage, and the bat doesn't regain hit points.

Spellcasting. The sinister bat can cast hold monster (save DC 13) once per day.

Description

Sinister bats are mysterious and enigmatic creatures that closely resemble manta rays with their jet-black appearance. They lack distinct heads and necks, and their powerfully-muscled wings do not show the prominent finger bones common to most bats. Levitation is a natural ability for them, allowing them to hang motionless in midair, further adding to their eerie and unsettling demeanor. Despite their sinister appearance, they are not inherently evil creatures.

These bats are most active during the night, using their remarkable infravision that extends up to 160 feet to hunt and navigate the darkness. They have a diverse diet, and while they prefer to devour flowers and seed pods, they will resort to eating carrion when other food sources are scarce.

Sinister bats possess both resistance to magic and proficiency in its use. They are surrounded at all times by an energy field that acts like a wall of force, offering protection against missile attacks while remaining vulnerable to spells and melee strikes. Additionally, they have the ability to cast hold monster once per day, using it as a means of escape or during hunting when ravenous.

Despite their silence in communication with other creatures, they have an affinity for music, both vocal and instrumental. Bards playing music around a wilderness campfire might attract these creatures, who will form a silent circle to listen. The sinister bats will not harm the bard unless directly attacked, and they may return night after night to enjoy the music.

These creatures are typically encountered in small groups and are believed to have a long lifespan. Their social habits and mating rituals remain a mystery to most, adding to the enigma surrounding these intriguing beings. Adventurers who come across a group of sinister bats must tread carefully, for these creatures' powers and peculiar behavior make them formidable and unpredictable opponents.

Previous Versions

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8/25/2023 9:19:18 PM
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