Fear of Light. If the 'squatch takes radiant damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Hearing. The 'squatch has advantage on Wisdom (Perception) checks that rely on hearing.
Creature of the Night. The 'squatch has advantage on Dexterity (Stealth) checks made to hide in low light conditions.
Multiattack. The 'squatch can use its Hungered Gaze and make two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Hungered Gaze. The Batsquatch targets one creature it can see within 30 feet of it. If the target can see the 'squatch, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) psychic damage and then 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. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Batsquatch’s gaze for 1 hour.
Steam Vent (Recharge 6). The 'squatch exhales a 30-foot cone of super-heated sulfurous ash and steam. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
Colony of Bats (Recharge 6). As a bonus action Batsquatch chirps into darkness and summons forth a swarm of bats.
Take Flight with Prey. When Batsquatch hits a creature with its Claw attack, the target must succeed on a DC 14 Strength saving throw against the grasping claws or become grappled. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw fails, the 'squatch immediately moves its entire fly speed vertically.
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