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: +5 to hit, reach 5 ft., one creature. Hit: 1d4 + 3 piercing damage.
Screech.
Once per dusk the Abyssal Bat can target all creatures within a 20ft range of itself and sunder their minds with it's Screech. Each creature within range must make a Con saving throw (DC 14) or be temporary paralysed until the end of it's next turn. Each creature also takes 4d4 psychic damage on a failure, half as much on a success.
Leech. As a bonus action you can activate Leech when you make a Bite attack.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2d4 + 3 piercing damage. The Abyssal Bat regains Hit points equal to damage dealt.
Description
The Abyssal Bat is slightly larger than an average Bat, more of a deep grey colour with hints of purple. Long ears and almost razor sharp wings.
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