Armor Class
19
Hit Points
130
(5d20 + 5)
Speed
10 ft., Fly 60 ft.
STR
15
(+2)
DEX
16
(+3)
CON
11
(+0)
INT
2
(-4)
WIS
12
(+1)
CHA
6
(-2)
Saving Throws
STR +5
Damage Vulnerabilities
Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances
Bludgeoning
Damage Immunities
Cold
Condition Immunities
Exhaustion, Invisible
Senses
Blindsight 60 ft., Darkvision, Passive Perception 17
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
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.
raging fury. the blood fang's eyes will glow bright red meaning it can now see and it becomes harder to hit as any roll 8 or under misses
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 6) piercing damage.
soul reching skriech.range weapon mental attack if target cannot block attack they will be disarmed and paralyzed damage is rollable +10 the higher the damage the higher the chance to hit
Description
extremly violent to everything exept other bats
Comments