Anticipatory Defense. The mobat's armor class is 13 + Dexterity modifier.
Echolocation. The mobat can't use its blindsight when deafened.
Keen Hearing. The mobat has advantage on Wisdom (Perception) checks that rely on hearing.
Flyby. The mobat doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Vampiric Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) piercing damage and 9 (2d8) necrotic damage. The vampiric mobat regenerates the same amount as the necrotic damage it caused.
Screech (Recharge 5-6). The mobat emits an ear piercing screech over a 20 foot radius. Each creature in the area must succeed at a DC 15 Constitution save or be stunned until the end of their next turn. Mobats are unaffected by their own screech and the screech of other mobats.
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