Medium Monstrosity, Chaotic Evil
AC 14 Natural Armor    Initiative +3 (13)
HP 22 (4d8 + 4)
Speed 10 ft., Fly 50 ft.
Mod Save
STR 12 +1 +1
DEX 16 +3 +5
CON 12 +1 +3
Mod Save
INT 6 −2 −2
WIS 10 +0 +0
CHA 8 −1 −1
Skills Perception +2, Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft; Passive Perception 12
Languages Understands Common but can't speak
CR 1 (XP 200; PB +2)
Traits

Echolocation: The Bitterwing Bat can't use its blindsight while deafened.

Keen Hearing: The Bitterwing Bat has advantage on Wisdom (Perception) checks that rely on hearing.

Shadow Stealth: While in dim light or darkness, the Bitterwing Bat can take the Hide action as a bonus action.

Actions

 

  • Multiattack: The Bitterwing Bat makes two attacks: one with its Bitter Bite and one with its Dark Wing Flap.

  • Bitter Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage.

  • Dark Wing Flap: The Bitterwing Bat can use an action to create a gust of foul wind with its wings. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or take 4 (1d4 + 2) necrotic damage and be pushed back 5 feet.

 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Bitterwing Bat is an ambush predator, using its Shadow Stealth to hide in the darkness before striking.

It prefers to attack isolated or distracted targets, using its Bitter Bite to weaken them with necrotic damage.

The Dark Wing Flap is used to create distance or to push multiple enemies back, disrupting their formation.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Khaos87NC63923

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