Huge Beast, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 136 (16d10 + 48)
Speed 10 ft., Fly 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Skills Perception +5, Stealth +8
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 14
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
  • Bioluminescence: The Behemoth Phosbat emits a dim light in a 10-foot radius. It can suppress or activate this light as a free action.

  • Cave Dweller: The Behemoth Phosbat has advantage on Dexterity (Stealth) checks made to hide in rocky or subterranean environments.

  • Invisible in Darkness: When not exposed to a direct light source, the Behemoth Phosbat is invisible.

Actions

 Multiattack: The Behemoth Phosbat makes two attacks: one with its Bite and one with its Wing Slam.

  • Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 5) piercing damage.

  • Wing Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 5) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be knocked prone.

     

Gloom Breath (Recharge 5-6): The Behemoth Phosbat exhales a cloud of darkness in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The area becomes heavily obscured until the end of the Phosbat's next turn.

Devour (Recharge 5-6): The Behemoth Phosbat inhales sharply, creating a powerful suction in a 15-foot cone in front of it. Each creature in that area must make a DC 16 Strength saving throw. On a failed save, the creature is pulled into the Phosbat’s mouth and is grappled (escape DC 16). While grappled in this way, the creature is restrained and takes 14 (2d6 + 5) piercing damage at the start of each of the Phosbat’s turns. If the Phosbat moves, the grappled creature moves with it. The Phosbat can grapple only one creature at a time this way.

Bonus Actions
  • Glimmering Flutter: The Behemoth Phosbat flutters its massive wings, causing a brief, dazzling display of light. This makes the phosbat temporarily visable. Each creature within 10 feet of the Phosbat must succeed on a DC 14 Constitution saving throw or be blinded until the start of the Phosbat's next turn. Creatures that succeed on the saving throw are unaffected and become immune to this effect for the next 24 hour.

  • Bioluminescent Regeneration: The Behemoth Phosbat absorbs ambient light to accelerate its healing process. When exposed to a light source, the Behemoth Phosbat can use a bonus action to heal itself for 2d8 + 4 hit points. It can use this ability once per round.
Reactions
  • Disorienting Shudder: When the Behemoth Phosbat is threatened or takes damage, it can shake its body violently as a reaction. This shakes off a cloud of bioluminescent spores from its back, creating a cloud in a 15-foot radius. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded and confused (as per the confusion spell) until the end of their next turn.

Description

Description: The Behemoth Phosbat is the fully matured form of the creature, it is a large, bioluminescent moth-like creature that inhabits dark, subterranean caves. Its massive orange wings emit a faint glow, and its yellow eyes pierce the darkness with an eerie luminescence. The Phosbat has small, stumpy limbs that it uses to crawl along cave walls and ceilings, and its large, gaping whale-like mouth is lined with rows of sharp teeth, capable of consuming almost anything that ventures too close.

Environment: The Behemoth Phosbat thrives in dark caves, preferring environments that are devoid of natural light. It becomes invisible when not exposed to a direct light source, making it a deadly ambush predator.

Lair and Lair Actions

Lair Description:

The lair of the Behemoth Phosbat is a vast, sprawling cave system filled with bioluminescent fungi. The walls and ceilings are dotted with holes and crevices where the Phosbat can hide, becoming nearly impossible to detect. The fungi illuminate only when they detect movement or light sources, creating pockets of light that can disappear just as quickly as they appear. Pools of water and deep chasms make the terrain treacherous, and the air is thick with a faint, luminescent mist.

Lair trait:

  • Bioluminescent Fungi: A speacial type of luminescent fungi grows inside the cave. The fungi in the cave react to movement or light sources, illuminating a 10-foot area around it. Each creature in these illuminated areas loses any benefits of being hidden or invisible until they leave the lit area.


On initiative count 20 (losing initiative ties), the Behemoth Phosbat takes a lair action to cause one of the following effects; the Behemoth Phosbat can’t use the same effect two rounds in a row:

  • Dark Ambush: The Behemoth Phosbat can plunge a section of the cave into magical darkness for 1 minute. The darkness spreads from a point the Phosbat can see within 60 feet and fills a 20-foot radius sphere. Nonmagical light can't illuminate this darkness, and darkvision can't penetrate it. Any creature other than the Phosbat that starts its turn in the darkness must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn.

  • Accelerated Reproduction: The Behemoth Phosbat releases a pheromone that stimulates the Phosbat Pods. For the next minute, all Phosbat Pods in the lair produce one Phosbat (infant form) every 1d4 rounds instead of 1d4 hours. This effect ends if a Phosbat Pod is exposed to light.

Monster Tags: Fungusaberration

Habitat: Mountain

Joaking_g

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