| 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 |
Golden Rage. If an opponent possesses Fake gold the Bat King will focus an attack on that opponent .
Sunlight sensitivity, hates the sun
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
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
Pained Cry . When Attacked the Bat King can call 1d4 Bats to his aid
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 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
Enter a general description for your monster here.
Lair and Lair Actions
There is a hole behind the bat, every turn role 1d6 to see how many bats exit the hole
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