Medium Swarm of Tiny beasts, Unaligned
AC 15 Natural    Initiative +1 (11)
HP 36 (2d8)
Speed 120 ft., Walk 60 ft.
Mod Save
STR 15 +2 +2
DEX 15 +2 +2
CON 10 +0 +0
Mod Save
INT 6 −2 −2
WIS 2 −4 −4
CHA 2 −4 −4
Senses Blindsight; Passive Perception 10
Languages None
CR 1 (XP 200; PB +2)
Traits

Golden Rage. If an opponent possesses Fake gold the Bat King will focus an attack on that opponent .

Sunlight sensitivity, hates the sun 

Actions

Gust. The Bat king can attempt to blow an opponent away the opponent must succeed a strength saving throw with a DC of 13.

Claws. Melee unarmed Attack: +1 to hit, reach 5ft., 1 target. Hit: 7 (1d6 + 1) slashing damage.

Bite. Melee Unarmed Attack: +1 to hit, reach 5 ft., 1 target. Hit: 8 (1d8) piercing damage.

 

bat throw. Ranged Weapon Attack: -1 to hit, range 5/60 ft., 1 target. Hit: 5 (1d4+ 1) bludgeoning damage. must have a bat within 5 feet

Bonus Actions

Screech. The bat can choose one target to stun until the next round of combat; the target can role a DC10 con Saving throw to avoid this 

Reactions

 

Pained Cry . When Attacked the Bat King can call 1d4 Bats to his aid 

Legendary Actions

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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

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Lair and Lair Actions

There is a hole behind the bat, every turn role 1d6 to see how many bats exit the hole

Smokeyranger177

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