Inner Focus. Zubat has advantage on saves against being stunned.
Infiltrator. Zubat has +2 to initiative rolls.
Sunlight Sensitivity. While in sunlight, the Zubat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Supersonic. Zubat screeches loudly and any creature within 30ft. must succeed a DC 13 Wisdom saving throw or fall under the affects of the confusion spell for 1 minute. A confused creature can repeat the save at the start of their turn.
Leech Life. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) piercing damage. A hit creature must succeed a DC 10 Constitution saving throw or have their maximum hit points reduced by that amount. A creature who's maximum hit points is reduced to 0 dies.
Description
Zubat lives in abundance in dark caves, although it has also been known to dwell in forests and under the eaves of old buildings. Due to its habitat, Zubat has evolved to have neither eyes nor nostrils. It instead navigates through dark environments and tight caves with echolocation, emitting ultrasonic cries to detect targets and obstacles. The frequency of these cries can vary slightly between Zubat colonies. It will leave its abode at night with a mass of other Zubat in order to seek prey. Zubat is nocturnal, and sleeps hanging upside down during the daytime, avoiding sunlight at all costs. Daylight causes Zubat to become unhealthy, and prolonged exposure can even burn its skin. However, captured and trained Zubat have been recorded as being much more tenacious in the daytime, even when directly exposed to sunbeams. While sleeping, or in colder conditions, Zubat gathers with others of its kind for warmth.
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