| Mod | Save | ||
|---|---|---|---|
| STR | 4 | −3 | −3 |
| DEX | 16 | +3 | +3 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
- Bound Companion: If reduced to 0 HP, becomes unconscious and can be revived after a short rest by its master spending 1 hit die.
- Echolocation: The bat can’t use its blindsight while deafened.
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Night Whisperer: Advantage on Stealth checks in dim light or darkness.
- Telepathic Bond: After bonding, it can communicate emotions or simple ideas telepathically within 60 ft.
Nibble. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage. (Mainly for flavor—this is a tiny baby!)
Screech (Recharge 5–6). The bat emits a high-pitched screech.
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Creatures within 10 ft. must succeed on a DC 12 Constitution save or have Disadvantage on their next attack roll before the start of their next turn.
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Does not affect its bonded PC or allies within 5 ft. of it.
Flyby Help. The bat can take the Help action as a bonus action on its turn, but only for attack rolls (by distracting the enemy).
Wing Shield (1/short rest). If its master takes damage, the bat flutters in the way, reducing the damage by 1d4 + PB.
Description
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Loves shiny objects—will sometimes grab trinkets to bring to its master.
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When happy, it curls upside down on its master’s arm or hangs from their hair.
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Sleeps in small spaces (boots, hoods, satchels).
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