Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
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.
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