Tiny Beast, Typically Chaotic Evil
Armor Class 14 Natural
Hit Points 16 (8d4)
Speed 5 ft., fly 30 ft.
STR
2 (-4)
DEX
16 (+3)
CON
10 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Damage Resistances Psychic
Senses Blindsight 60 ft., Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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. 

Bonus Actions

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. 

Monster Tags: Misc Creature

BionicSaszquatch

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