Echolocation. the cave Bat can’t use Blindsight while deafened.
Keen hearing. the cave Bat has advantage on Wisdom (perception) checks that rely on hearing.
Bleed. The bite from a cave Bat releases venom that prevents clotting. Every round after taking damage from a bite, the target loses 1 hit point until healed or administered first aid. Any healing spell, a successful DC 12 Wisdom (medicine) check, spending hit dice during a short rest, or completing a long rest will all stop the bleeding.
Blood sucking. If the cave Bat bites the same target successfully twice in a row, it latches on automatically dealing 1D4 Points of damage per turn until killed or made to break free with a DC 12 Strength (athletics) check.
Shroud. If a bat successfully hits it’s target suffers a -4 penalty to all attack rolls as it wraps it’s wings over it’s eyes
Bite. Melee weapon attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1D6+2) piercing damage.
Description
Giant cave bats are a special breed of bats typically found in the large caverns of the Kragenmores. They have been bred over the millennia to serve as pets, guards and messengers by the dwarves who live in those high peaks. They are much like their smaller cousins except they have larger, more pronounced teeth, greater control over their wings, and better hearing. They cling to ceilings and roofs or perch in small alcoves awaiting their prey. These large cave bats prefer to drop on their opponents and latch on to the neck or the back of the head and use their great wings to shroud the sight of those they are attacking. Several of the bats descend on one person in a flurry before moving on to the next.
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