Small Beast, Any Chaotic Alignment
Armor Class 14
Hit Points 15 (2d10)
Speed 10 ft., Fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Condition Immunities Blinded
Senses Blindsight 60 ft., Passive Perception 11
Languages Common can't speak but understands, Undercommon Can't speak but understands --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d10 + 2) piercing damage, and the Vampire Bat attaches to the target. While attached, the Vampire Bat doesn't attack. Instead, at the start of each of the Vampire Bat's turns, the target loses (1d10 + 2) hit points due to blood loss. Use once per short rest.

The Vampire Bat can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the Vampire Bat.

Monster Tags: Misc Creature

Habitat: ForestUnderdark

DemonChild_Charlie

Comments

Posts Quoted:
Reply
Clear All Quotes