Echolocation. Bartok can't use its blindsight while deafened.
Keen Hearing. Bartok has advantage on Wisdom (Perception) checks that rely on hearing.
Fear - Bartok has advantage on sneak attacks. Each character must make a successful wisdom saving through of 16 or be disadvantaged on all attacks for the remainder of the encounter. Magical items or spells that grants courage can dispel this.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
Tail whip. Melee Weapon Attack: [rollable]+0;{"diceNotation":1d20+3","rollType":"to hit"',"rollAction":"whip"}{/rollable] to hit, reach 10 ft., all creatures in 10ft arc. Hit: 1 piercing bludgeoning damage.
Acid Breath. Breath weapon attack. 1d20 +3 (reach 25 ft) (all creatures in 25 ft cone) 6d6 +4d4 acid damage.
Sonic scream. breath weapon attack. 1d20 ( reach within sound) (all creatures in reach) Fear check DC16
Description
It is not know where Bartok came from. Lore states that he simply appeared in Baroiva and began to feed on all its livestock. preferring to eat his victims whole Bartok is known to play with his food before devouring them. A bat like creature standing well over 30 ft tall, with skin like black tar and hair like large needles. Huge fangs dripping with acid, ears the size of most castles from gates and no eyes. His wings, like black sack cloth, remain hidden until flight spreading wide over 18 feet in length, attached to two massive arms with only three fingers, but adorned with three claws resembling large stalactites. It's tail 10 ft' long whips about it's body a cluster of bone at it's tip with spikes protruding from it like a morning start.
Lair and Lair Actions
The mountains of Barovia - The entire mountain range is his domain. Many caves and resting places through out the inners of the mountain range. Bartok may retreat here to draw power from the mountain healing him.
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